Or you could just build towards the resources; remember, after all, resources are linked to the closest tile with an improvement on it, not to that initial spot where you plop a pioneer. So if it's just one or two tiles off, you can easily do that with just level 1 city.
sagittary
[quote who="wnmnkh" reply="2" id="2771265"]To be honest, magic in general is just way too weak to be bothered in the first place (except in very early stage of the game), summoning spells in general are quite useless at the time your city hit level 3 and began to make squads. I already completely skip the magic part in this game (and very successful). With further nerfs, it is just as well as eliminating magic completely and removing subtitle "War of Magic" from the game. [/quote] &nb
All the things in the OP are possible, they just require modding at the moment or some time and effort in the XML files. This isn't to say that it couldn't have a more friendly UI for it. Of course, there's a lot more factors than just this but I'm trying not to be a buzz kill today.
[quote who="Sethai" reply="50" id="2771147"] i'm sorry, but to my mind you're contradicting yourself here. total war games and many other games that are considered far more casual than elemental still have vastly more complex (and more numerous) stat systems than elemental. even games that people play far more often like WoW. the difference between the two is that the total war games (and WoW) are much less abstracted because they have better stat systems that produce more intuitiv
Since 1.08 seems to be changing a number of game mechanics, I thought I should get out the last few bits of notes and feedback I have. That way, I'll have fresh notes that aren't mixed in with old notes about old game mechanics. ---- [bug] Assigning a movement command that requires more than one turn in tactical combat results in the unit automatically moving
Also, something to note that the game does not explain well is that adventurers will equip whatever they buy if they can. But also, you can buy things before hand and put it in the back to take with you; they can then equip these items (which will be returned to you if successful or must be chosen from if died). Basically, you can loan or sell them stuff. :)
[quote who="DeadlyShoe" reply="18" id="2770831"]yeah it would be easy to go overboard with every unit having a ton of statistics but that is a bad idea. Simple yet powerful is a much better idea in the long run. Unified '"Defense" just seems _too_ simple to me is all :^D[/quote] I would say that a bunch of very specific statistics is bad. For instance, if there is magical lightning damage reduced by magical lightning resistance and that's one of several magic
One thing I would -not- do is balance magic against magic resistance; I would instead make magic supportive and augmentative rather than outright offensive. Considering how readily available magic is even now, if magic were only influenced by rare magical resistance, it's just making magic that much more powerful. Basically, instead of treating magic as this special thing that breaks rules, treat it as simply another damage type that can be dodged, avoided, and otherwis
The problem with making every city cost food by default and taking out caravan bonuses is that food becomes -incredibly- valuable and the player is encouraged to rush pioneers to grab food resources in the early game. It means that empires become incredibly small and whoever grabs those first food resources has a massive expansion advantage. It also still does not encourage any sort of city specialization or give any benefit to having large cities; it just makes it a lot harder to get.
[quote who="dalamb" reply="69" id="2769989"]Even without the 50-square limit you wouldn't likely have the resources to build everything. A zero-food city doesn't rate an irrigation system even if you've got room to build it.[/quote] True, I was slightly exaggerating in that regard. Still, if I need to get that one or two extra spaces closer, I'll generally eat the cost if no other option.
[quote who="malekith" reply="80" id="2770603"]How about a system where overall population growth is not tied to number of cities and planting more cities actually hurt the growth of your core cities? Instead, you'd have an empire-wide fame value that would determine the total number of citizens you gain in any given turn, and they'd be divided up amongst your various cities. Fame would be gained through 5 means: civics, warfare, magic, adventure, and diplomacy. City-level pr
[quote who="Mtn_Man" reply="5" id="2769259"] Quoting MrCapitalG, reply 1Honestly, I think older people's jaded and anal view of looking for the issues and bugs... I disagree with that. It has been my experience that it's younger gamers who can be unreasonably critical, as if they're so intent on looking for flaws that they forget to simply have fun.[/quote] It's both, they just do it in different ways. The old are cynical, the young are arrogant. A
[quote who="Chibiabos" reply="67" id="2768797"]From what I've read from Brad's notes on 1.08, it sounds like they will do away with the 50 tile limit. Huzzah! I've been extremely careful in where I put my buildings in my cities, if there is a somewhat distant resource that eventually will be in the city's radius when it reaches or nears level 5 ... I'll wind up stringing a thin chain of buildings there because I know I won't have enough tiles to build everyt
Tec Duran, hmm? Does it have a sister city named Duran Duran?
Hm... I'd like to see general mod examples that... Create a new unit Create a new resource Create a new item Create a new mechanic (or modify an existing one) Create a new special ability Add new functionality such as popup notification Add a new dialog box and hooking that up to an event Generating monsters Triggers, events, and general scripting Imports new art (models, textures, text, animation,
Also, only champions/sovereigns can retreat. For other units, it's basically Thunderdome: win or die.
[quote who="MrCapitalG" reply="1" id="2768707"]I like the intention but I get concerned that a real-time discussion doesn't allow everyone who wants to participate to do so and than only a small contingent of die-hard supporters of Stardock/Elemental will be heavily influencing the direction of the game. I'd rather like to see a more public version of a bug/feature implementation list, with related threads, almost like a forum but with each thread about a specific feature/bug/request, etc. I
Yes, it's possible. I don't remember the thread but it's possible to mod in multiple building options on a plot.
Considering the wider variety of mounts that could be available, it might be better to generalize mounts rather than try to tie them into specifics like pikemen and archers. If, at some point, we get spiders for mounts or golems or dragons or whatever, some of these things might not really work in the traditional cavalry sense. I would say it might be worthwhile to consider mounts more like companions - granting additional unique attacks and special attacks rather than adding pure modifiers t
It also affects the cost of recruitment.
[quote who="SapSnark" reply="77" id="2768312"] Then let's organize a discussion. Get a bunch of forum goons interested in the topic, have them watch the Soren video, set specific topics for discussion (Strengths and Weaknesses of popular strategy AIs; implications of adding layers of complexity, ex. crafting/enchanting equipment [many monsters around the world have text that indicates that, upon their defeat, certain ingredients can be harvested] ; cheating AI versus adaptive, etc...), t
[quote who="Sethai" reply="7" id="2768479"]more imprtantly, i'd like to see a combat advantage for taking a mount other than just speed. there should be hit point increases and a massive attack bonus on the turn you charge. cavalry ruled medieval warfare.[/quote] No, they did not. The pikemen did.
[quote who="awuffleablehedgie" reply="1" id="2768483"]The issue is not that you cannot break a truce. Simply that it is too long. 99 turns is far too long. 20-30 would be fine. [/quote] I'd prefer variable length treaties you could decide upon with a minimum of say... 10 turns.
Or we could just construct one or more languages. >_>
I'd rather have factions that are cultures and groups rather than races. It's a little silly to say the equivalent of "All Asians must be nationalized as part of the nation of Asia". :) "You're an elf! You can't help us fight evil! It's against the rules!" I think it'd also help give the factions more opportunity to distingush themselves because they're interacting more often. How a faction treats certain races for instance. It also could allow for interesting unit choices. One faction may al