Trade association data, not available to the general public, is far more precise than information released on websites. I am quite confident that Frogboy knows exactly what he is talking about when he discusses data on retail versus digital sales.
cleflar
The end of turn/move function is cumbersom, often requiring several clicks. It would be better to know how far you can move this turn, next turn (as suggested above) and if it is your move or the npc move. When I obtained the 'arsenal' improvement in the research screen, it caused windows to crash harshly. Would be nice to have an easy way to swivel the screen to view from different directions. General: Additional complexity (types of resources, units, etc.
If either player can choose to make the battle 'auto fight' then the 'problem' of having too long of a battle doesn't exist. However, if the battle length is arbitrarily forced to be no longer than N turns then we are left with the problem of having too short of a battle. I do not think that the attacker should be forced to finish the battle in a set number of turns. In other games, even board games like Squad Leader, where a scenario was forced to end in a certain number
Stick with the Culture and Genetics approach. Perhaps the confusion/difficulty does not lie in the approach as much as the words which define it. The word 'Race (implying genetics)' is clear enough to me. However, the word 'Faction (implying Culture)' is not. Men, elves, orcs....we all think of them as races with significantly different genetics, even if there is some common ancestry. But when I think of 'factions' it is not as clear. I tend not
Correct. If I remember the discussion, the 'Fallen' are non-human creations. Examples of Fallen could include orcs, trolls, dark elves, werewolves, and Republicans. O wait! I didn't mean that. I meant to say 'Texans'. no no no ....I, um, err....that came out wrong. It is spelled French. Arrrgh!
In other words, there will be another Tree for the Fallen, perhaps one for each fallen race. A whole forest.
I expect that multiple other races will be modded in very quickly.
Tesb, The explanation of the names and the understanding of the lore is exactly the process that we are going through here. We, the betatesters, are working with Frogboy et al. to develop this lore. As we go through this process we will understand the history and contribute to the naming of beasts, money, heros and so forth. Then the game will be released. We betatesters will be the 'Old School' in the swarms of multiplayer games which erupt across the intern
I believe that having Gold as currency even after a cataclysm is just fine. Gold has retained its value throughout human history. Gold is portable, can be concealed, does not rust, and is easily recognizable. It can be converted to luxury goods such as jewelry or armor ornaments. Being small, it is much easier to trade than other commodoties such as grain, hides, beer or wood. If you are fleeing for your life you can take a pouch of gold but you cannot take 40 bu
I was wondering if we might be able to input maps from other sources to Elemental. Specifically, might it be possible to input digitized topographic maps and play Elemental on them? It should be reasonably easy to build maps in Elemental off of existing maps, as you did in your example above, so such an input feature would be a luxury. Still, it would be fun to easily play on a map of an area you were familiar with, whether it be one's home turf or the environs of The Toot
Contributed by my brother and niece: Dr. Hamilton and Nurse Gilletta <p class="MsoNormal" style="text
I would agree that a system that allows a lot of 'rush' building of anything is a negative. Throwing a lot of gold into building city walls shouldn't produce them much faster...the stone still has to be cut, moved, lifted, etc. Same with units, it takes time to train soldiers regardless of the gold the boss has.
Tridus, Cephalos developed the PerfectWorld map function. You have to download it from his site which is easy and safe. I believe that you can google it to find it, or send him a PM. He was very helpful.
Regarding how much goes on each turn: For turns to be interesting there needs to be a balance between 'busywork' and 'boring.' Repeat turns with no decisions are boring, repeat turns with repetitive actions are busywork. Getting a '10 gold' goodie hut every third turn isn't exciting, it is close to the busywork category. However, too many 'unique' events too often also detract from the value of each event. For example, if a potential quest event can be found
Please pay special attention to cephalo's suggestions. His Civ map function is amazing, by far the best I have ever seen It is so good that it dramatically enhances the game. Cephalo knows his stuff.
Regarding names, please give us the option of later giving a specific unit a new name. - It allows us to track specific units, thus becoming fond of them. "York's First Foot" - It allows honorary names to units which distinguish themselves in battle "His Magesty's Own HorseGuard" or "Conquorors of Fort Grizzard" - It allows us to award unit decorations. "York's First Foot*" (Where * signifies an award for valor) This would be in ad
TauTau (pronounced TieTie, as in knotting a shoelace twice). </span
Kingdom personalization ideas. In addition to the excellent ideas already presented, here are a few more. I do not know if they would be reasonable from a programming perspective or not. 1. Soldier customization - mild differences in (same grade) gear, perhaps colors, amount of wear, and mildly different textures of armor, weapons and accessories. Eye patches, missing ears, limps and tendencies to spit on the ground. 2. Population customization - hair
I would like to build on some of the earlier posts which suggested the natural growth of a trail system between settlements. My suggestions are based on my observations from an earlier period of life when I spent a great deal of time living in wilderness areas in North and South America. Encampments would spring up naturally around resources (like our cities will). The better the resources the faster the growth of the encampent (again like our cities). Given a
Was it the old WoM game where troops who ran from a battle might end up.. - Becoming bandits or - becoming mercenaries or - Rejoining your forces or - Going home (disbanding)? I like your idea of a 'Quest to Punish Cowards' option. Each time you successfully completed such a quest it might make your troops less likely to surrender or desert because they would become more afraid of you than of the eight dragons. Good Idea!</
The speed with which a 'reasonable' PC can load the tactical battle is also relevant here. In the Total War series, my tactical battles would take minutes to load which much slowed gameplay. While I enjoy the tactical battles very much, the slow load speed first caused me to go to autoresolve then to quit playing the game. If the tactical battles loaded quickly, then the player could glance at the battle and decide whether to play it or autoresolve it since sometimes
Thumbs up on the OP idea. I like the 'Heros as Govenors' concept. I like the 'Lose the Gov and the city flips if you cannot replace him/her' idea very much. Simply reproduce all you can and have excess heros available to both replace your losses and to govern the cities near the edges of your neighbors' kingdomes once they cannot replace their govenors. This makes the dynesty system even more powerful, if you can get claims to neighboring cities thru marraige and
I like this idea. There are a lot of interesting implementation possibilities in addition to the ones already mentioned. Water magic working best next to rivers, oceans, swamps and whenever there is fog and rain. Death magic better near swamps and graveyards and during the times of the year when life is difficult, freezing winter and bitter heat. Life magic having much increased force in the Springtime and somewhat better in farmland, rivers and light rain.
I would like to submit another influencing factor: Tradition - Nation's tradition (slight) Rome in it's glory or Victoria's Britain fielded troops with traditions of excellence. A new country/city would be at an inherent disadvantage against them. This is slightly different from earned experience, even new recruits would feel the tradition of their empire and be a little better because of it. - Branch of Service tradition (slight but with increa
I agree with virtually all the points brought up in prior posts, very well written. I would like to add: - The contents of a dungeon would respawn after some time, so you could clear them repeatedly. Also, monsters occasionally wandered out of the dungeons/nodes - AI problems aside, in the early game it was possible for things to get tough. I had some games where constant spawining attackers made me fight for my life.