That it would only check for ownership when something changes makes sense; in general, it'd be a waste to check every turn. The game might just need to check in most situations rather than just when influence expands. And Ah, I think I know what you mean.
sagittary
Resolution plays a big factor. So use a smaller resolution will help. Full screen may help a little. Turn off AA. Disable the particle effects. Disable DOF. Cap the frame rate at 30. Max texture six the smallest. 1 Level of mipmapping, No shadows or ground cover. And you can mess with lighting. However, Elemental is mostly a CPU and memory bound game. There honestly isn't a lot of hard GPU work going on. However, it does need to track a lot of stuff. Smaller maps
[quote who="Tridus" reply="7" id="2747212"] quoting post Market +25% Bazaar +50% Trade Center +50% Mint of Gildar +100% Total % increase: +225% (29.25 Gildar increase) Bonuses stack multiplicatively, not additively. The increase should actually be 281%. [/quote] So I understand in the beta version but not in the retail release.
Sleep deprivation and crunch time do horrible things for common sense.
While I agree that some anti-spamming is needed, I think part of it is just realizing that you -don't- need to spam at all to get the most benefit. Unlike Civ, cities in elemental readily and easily increase their influence area. Likewise, cities in Elemental can link resources from much further away than in Civ. A level 2 can generate an influence bubble of a 4 tile radius; as the link radius is 5 tiles, a level 2 can reach any resource within that zone. Add in a town hall and your l
Updated a tidbit on improvements - you can build them outside your area of influence. I've gotten up to 2 tiles away from the edge so far - outracing the increase with new buildings isn't always easy. :)
As opposed to normal gameplay challenges, why don't we try unusual challenges. For instance, in Civ, there's the one-city challenge where you try to win a game while only having one city (you can conquer other cities but you must raze them). :)
That's how it works with resources; you add up all the modifiers first, then multiply it against your base. Of course, since you're always adding, it doesn't show up here. That's probably what they intended to do here as well but they forgot to check that the ratio is at least 0.1 (or whatever).
Effectively, you're modeling DPS within a turn-based system and using that as damage. :) Any way, as others have said, I'd really like to see some numbers in practice using a variety of different scenarios. At the least, two types of easy enemies, a medium enemy, and a hard enemy. How long does it take for them to kill each other, how much damage does the victor sustain, how many hits does it take to kill something, how does changing various stats affect the system in p
[quote who="cwg009" reply="2" id="2746369"]I think the large maps are plenty big enough. I have around 12 cities in my current large map game which is already enough micro and 4/5ths of the map is still hidden.[/quote] Yeah, there's that too. You can usually go a hundred turns and not see all the factions either. If there were bigger maps, I'd also want to see a bigger limit on factions so that there's always some one near by to interact with. As well, victory condition
[quote who="BeardyDan" reply="6" id="2746003"]It does kinda make up for my last Empire start; 1 Fertile Land & 2 Refuge Camps. [/quote] That's actually an awesome starting location or at least, an awesome location to build a level 5 city. Those two camps save you 4 to 8 food and 8 spaces in a level 5 city.
Vhorthex got all the buildings. Remember that when cities level up, they can choose gildar as a a bonus.
[quote who="Khardis" reply="33" id="2745530"]Unfortunately it was based off experience from an earlier game, not the one I'm currently in. I'll see if I can dig something up, but it'll be a while. If anyone else has useful observations of this phenomenon, go ahead. Edit: I wish this forum let us upload pictures directly instead of using random servers. Anyway, I built one city, and the resource in question was exactly 5 squares away from it. I bu
No, it would not e the same memory usage nor would you get the same performance. A water tile just needs to know a handful of things. That it's water (and thus nothing should be on it other than a boat) and where it is. Land has a lot more attribute to factor in and keep track of since it's playable space. As well, more space to utilize also means that memory dependent things like creeps, cities, and what have you will be more plentiful. As
[quote quoting="post"] Ok, I have been playing this game for a while, and I have a few questions that I have not found an answer for yet: 1. How doe a Temple of Essence work? It says it gives a bonus to essence. Who does it affect? Units produced in the city, units garrisonned in the city, or all units? Does it affect normal units or heroes only? It is faction wide. Like most other modifiers, it applies no matter if a unit actually has the base sta
https://forums.elementalgame.com/393849 And contiguous means that all the improvements need to be touching on some corner or edge. Basically, if you get get from any improvement to any other improvement without crossing over an empty space, you're good.
You're right, you're in need of relief. And nitpicking statements and assumptions is not going to make you feel better; it's just going to make you feel worse. Whatever valid statements you may have is going to be lost under the battery of vitriolic biting. So while I can appreciate the basic underlying sentiment, I really can't agree with the method or the rational. Take a break and go do something else that you enjoy. Honestly, the best way to stop being ang
[quote who="Khardis" reply="30" id="2744851"]A quick question. I sometimes have a large city going. Some resources with the city's influence says it's linked with the city, some don't. (Meaning that the LL that is linked has 12 or so tech points, while the one that isn't has the normal 5. Is it because there's no city square within 4 of it? If not, how does that work? In advance, thanks. Great thread. [/quote] Can you take a screen shot with
Another useful way to get gil is to trade with minor factions. Their money can help jump start more expensive buildings especially when you don't really have a use for some resources just yet. [quote who="PyroMancer2k" reply="6" id="2744868"] Now as for a normal city I don't have the exact numbers for all the econ buildings so I'll just go off a general estimate but here goes. The Market gives +15%, Trade Outpost gives +50%, Each level gives LVL * 10% for total of
[quote who="MxM111" reply="4" id="2743610"] Quoting sagittary, reply 3 That said, did you really need it to win or did you just want lots of gildar? I personally want lots of gildar. Who cares if I win, as long as I am rich? [/quote] Then you want cities on gold deposits specializing in gildar. Other cities you can leave at level 1 (unless for other resources) and make a merchant in them. Cities without a gold deposit won't see any significant benef
It provides a food bonus regardless; you get a bit more out of a city that isn't your own.
I'm likely in the minority, but I -like- that spells and magic aren't common place and thrown around like water in the ocean. I like that using a nuke spell in combat is a balance between the long term and short term. I like that there aren't loads and loads of high powered spells that basically turn non-casters into meatshields. Frankly, I'm tired of magic trivializing everything else in the game as if you have a guy that every other unit is based around... that's just boring and uninteresti
[quote who="lambdaman" reply="13" id="2744495"] Quoting sagittary, reply 10The same applies to every other resource in the game. For instance, if you have a farm and that's the only thing the city it's linked to is producing for you, there's no reason to level it up to level 2. The benefit you get from irrigation is canceled out by the cost of the hut. Although note that leveling your city will give it more influence, which is important if you're trying to ab
[quote who="Nenjin" reply="26" id="2743920"] This. Sure it says Research +25%, Research +100%, but those numbers don't translate very well. If LL produced 5, and a Study produces one, people would go "Oh, I don't need a library or any of this other crap!" Or at least they would see the tile vs. resource value trade off a lot more clearly. As it is, with your average city, you can build things all the way up to Level 3 and not miss anything, But levels 4 and 5 are where you run into
Updated with some information on what happens when you enclose a tile without any improvement on it. Also some other minor information updated elsewhere.