Placement matters in the sense that any tile with an improvement on is considered part of the city for purposes of how close a resource is and building purposes. So [ ] [ ] [ ] [ ] [ ] [C] [I] [ ] [ ] [ ] [R] [ ] [ ] [ ] [ ] this city would be able to link the resource to it as there is a city tile close enough to it even though the city center (the place where you drop the pioneer) is beyond that limit. If you
sagittary
You can. In the diplomacy screen, hit trade. On the left, select a resource and then however much. Click on OK. The worth will be shown in the trade box for how much the AI is willing to trade for that. You can trade multiple resources at once.
[quote who="arstal" reply="178" id="2765001"] Fun > Practicality. It's not like people are going to get ideas from Elemental, and girls are going to try to find spiders to stab while wearing impractical armor and giant anime hair. [/quote] You say that like there isn't ComicCon and countless cosplay of even the most obscure characters. :) People will cosplay pretty much anything. Though I suppose the Stargate cos-players have it the easies
[quote who="Frogboy" reply="13" id="2765645"]This is amazing.[/quote] Hopefully amazing as in "Thanks." as opposed to *facepalm as Frogboy turns to fellow devs and whispers* "Man... you guys need to see this post. He needs to get on some medication!" Either way, I really really appreciate you taking the time and energy to post something here. [quote who="jutetrea" reply="14" id="2765669"]Awesome job, and I'm only about halfway through.
*shrugs* 15 pages (with some not put in) of bullet points from what were originally short hand notes over two weeks isn't easy to keep organized. It took a good 12+ hours to transcribe this so I expected some repetition. Most of which were from personal play experience so there would also be repetition from existing known issues. I wasn't trying to be unique; I was trying to highlight the issues I encountered. Some of the repetition is also intention. I'm aware that I h
One thing that is important to note is that the limit for resources and cities are based on the closest tile with improvements. Thus the radius that city can affect is -not- circular and can be marginally bigger than would otherwise see. A level 1 city with the 4 basic buildings (mat, gil, tech, arcane), will (assuming ZOC) connect to the following resource. [C] [I] [I] [ ] [ ] [ ] [R] Thus the bigger the city will ult
Taking a step back, perhaps we use just tags and 'categories' would simply be searches for certain tags. It would help avoid things that might fit into multiples (or none). And if someone is too lazy to tag their own stuff, well... there ya go. :P I suppose, as Heavenfall makes a good point, that the only required tags might be 'For Players' and 'For Modders' and two check boxes toggle mods with either of these tags. Someone who isn't interested in modding really has no
[quote who="Tridus" reply="12" id="2764840"] Quoting Wintersong, reply 10 It moves the flame wars to other areas of the forum. Same as feedback/questions (because, you know, you don't need to post in the Dev Journals are to post feedback/questions). Considering how hypersensible to the extreme some people are, that they get aknowledged and/or answered is a different thing. And at least we keep getting Dev Journals, or should we demand Stardock to stop them because we cannot post in
[quote who="Indrick151" reply="17" id="2763402"]Ok, newb to modding here, how can I make these models? because I wish to make my own weapon models.[/quote] Sketch and learn the basics of technical drafting, or at least, drawing stuff orthogonally and from different angles. Alternatively, practice sculpting. These will help you develop some of the mindset needed when modeling. It's pretty easy to copy tutorials but it's as much art and practice as skill and tri
[quote who="PsiRedEye22" reply="6" id="2764859"]The game is just way too new to have a polished mod yet. How can you polish a mod before the game itself? I am working on a mod, rather a total conversion, that will change Elemental into the world of Avatar: The Last Airbender. But currently, after slaving away in 3ds max, I need to sit on my models and animations, awaiting to see what the new Elemental patches will bring.[/quote] You can't (well, not a TC mod anyway) but
[quote who="b0rsuk" reply="67" id="2764785"] One of more curious parts of the game are the goals. There are public goals, such as Gluttony, Envy, Greed, Wrath, Lust, Pride, and Sloth. (eating X souls, not bothering issuing a demand, defeating another player...). Accomplishing your set goal by the end of the game gives you a big boost in Prestige. There are also secret goals, which are only revealed at the end of the game, and you can opt to have as many as you wish. These will be f
Agreed; Having multiple categories would help - latest submitted, most popular, top ranked, community picks, dev picks, and maybe one or two others. Perhaps also, as you said Robert, more technical categories like WIPs, finished, type of mod (total conversion, map, quest, etc), and keywards. For really old mods that just don't change, perhaps finalized mods that are really popular and thus aren't likely to change would be taken out of searches and put into yet another c
[quote who="StevenAus" reply="65" id="2764736"]sagittary, you make a lot of good points in your Reply #63. Fatbil, I think properly balanced random events could add a lot to the game. Best regards, Steven. [/quote] Yeah, random events are also good ways to shake things up and present interesting decisions and opportunities. Victoria 2 has this and due to the greater breadth of interactions, a lot more events were possible as well
I agree with borsuk. If someone really wants to avoid save scumming, they can do it by themselves. If they need that extra enforcement, they have Ironman mode. If they want to save scumm, they're free to do so. Everybody is happy, everyone gets to play the way they want. As for the mopping up aspect... One, war (and the politics in general) needs a system to make it more complex, at least if one wants to avoid a pure game-y situation and solu
[quote who="MOIISKA" reply="9" id="2764550"]Yup, tried again and it doesn't let me cast the spell. I have the brownish square where I want to target. I can raise and lower and create a mountain, but not blistering sands. Stupid forests are impeding the growth of a couple of key cities and I am losing a influence war with two neighbors. I am glad there is no city fliping ala Civ, but sheesh, I am losing resources and
[quote who="seanw3" reply="4" id="2764588"]Try setting the level up to give auto hp every level and let constitution add some more ho and a percent increase. This will fix hero hp fairly well. Obviously you will have to wait a few weeks to change the code yourself, but it will work unless the devs fix it before me. [/quote] That was one thought I had. But considering how much the game is likely to change based on Brad's comments over the next few versions, I don't reall
[quote who="Rune_74" reply="2" id="2764637"]Yeah, it would be nice...however, until a map gets a large amount of downloads and votes it will be useless due to different tastes.[/quote] True. Also, there needs to be a way to mitigate creator momentum where popular items and creators keep getting votes until it becomes virtually impossible for newer creations to get visibility. Or conversely, a system that isn't particularly conductive to showing off stuff - if things are
[quote who="VR_IronMana" reply="6" id="2764512"] How would tactical battle work? For example, if myself and two others are in a game. The other two players attack either other while they take their turns and I'm still taking mine. Would my turn halt while they play out the tactical battle? Would they play out their battle and I wouldn't even know except to see the result on the map (if I have sight of the area)? Just something that sprung up while imagining ho
[quote who="DevildogFF" reply="1" id="2764505"]Oh, wow. This is pretty good! I totally agree with the Champion base hit points suggestion and well, hell, just about everything. Excellent work here. +1 karma for you![/quote] Well thank you! I'm glad you took the time to read through it all! Incidentally, I tried out adding 10 base HP to a Sovereign with 15 Con, Hardy (Sov trait) and Brave (Faction trait). Even with every bonus in the game available
Since it's listed as a parody, do let us know how that part of the game stands up as well. :)
[quote who="Fightingweasles" reply="4" id="2764484"]Will the turns be simultantious or my turn everyone elses turn in order? Considering the reliance in the single player of seeing an enemy unit and moving at it to start a fight, if they are moving away at the same time this obviously can't work the same. But then waiting on up to 16 people to take a turn would be far more arduous?[/quote] I hope that it's simultaneous. It would basically suck to be the last person in l
This is two weeks worth of bugs, issues, and other feedback. I hope despite the length, Stardock will at least give it a passing glance. >_> -------- [bug] Loading up an auto-save on a turn when a city promotes to the next level skips the promotion selection screen. The city never gets to pick its promotion bonus. [bug] &n
This is more a request to Stardock than the modders but it would be nice to have some technical guidelines for things like models, portraits, etc. By that I mean, things like the maximum number of polys a model should use for best performance, the complexity of tiles, how to the artists worked to make sure that the tiles fit together well, and other drier but nevertheless important stuff. :)
I agree Fearzone. While it's trying to mimic the idea that a team working together is more powerful, straight stacking of values doesn't always produce the cleanest resolution, at least with the mechanics most 4X games use. At any rate, I thought one of the patches fixed it so it was individual rolls. Or is that the upcoming patch?
How about intermediate strategies then? :)