[quote who="landisaurus" reply="5" id="2237640"]Stardock suggested they are not going to have the classic tech tree. I wonder if there really is any room for alternate pre-reqs the way you might in Civ 4. I know they said there was not going to be a direct line the way you have the dagger > -short sword > long sword laid out. Frogboy almost specifically said there were not going to be in that fashion. From his words, I can't im
Szadowsz
[quote who="Climber" reply="7" id="2238144"] Denyru, Samuel, the intention of these 2 points is to reduce micro or boring stuff. The alternative is to make the Blacksmith Level 1 converts limited amount of sword, armor, gloves etc per turn. That means gamer need to check WHEN his order is fulfilled, which factory will then needed to be upgraded, so it can convert more equipment faster. To me, the decision is too simple that I won’t think th
I don't really like it at all. Especially the fact that warehouses store unlimited amounts and the fact that factories can convert unlimited amounts of Nr to Mr.
[quote quoting="post"] Excerpt from Re-thinking 4X economics A given land tile may have a metal resource on it. The player builds a mine on it. That mine then produces N units of metal per turn. That metal then flows to the keep's inventory (in the city). When the keep's inventory gets filled, it then starts getting sent out to other cities (little caravans start appearing on the map delivering this stuff). All of this is automated but evidence of a grow
[quote who="lordkosc" reply="12" id="2236164"]i want to affect the world, and make it EVIL, very very EVIL [/quote] no evil for you today try bureaucracy instead
[quote who="Fenhiro" reply="3" id="2236758"] base it on Weapon type and have materials researched elsewhere: Primitive Spears --> Crude Spears --> Improved Spears --> Advanced Spears --> Superior Spears --> Ect, Ect &
i want nazghulls like hero units that are weaker the further away from my channeler and can regenerate if killed (the further away from my channeler the longer it takes) The idea that you could have that sort of super unit sounds fun
[quote who="kryo" reply="1" id="2236652"]Brad's posted several journals in the past few weeks--that's the section to keep watch on.[/quote] Moare new pleaze? /child lisp please I'll take it back that boogiebac looks creepy and that Zubaz is a jerky jerk
[quote who="Darkodinplus" reply="1" id="2236575"]I would be devastated if you didn't have a large and unique variety of weapons to choose from in Elemental. My main fear however is while swords, spears, axes, etc will look different their actual usage will be static with each only doing a generic amount of damage. I hope there is a deep combat system that makes using spears vs swords vs axes a more tactical decision than aesthetic one. [/quote] There is a fairly aweso
[quote who="Annatar11" reply="23" id="2236697"]But not by you![/quote] stop gettting my hopes up for a new dev journal
[quote who="Luckmann" reply="2" id="2235217"](Bears should simply be 'bears', resource-wise, if you ask me). [/quote] rawr?
Some people have suggested that in certain games, they might not build any units with, say swords, for example. This led me to thinking that it would be interesting to start off wilth a small set of weapons like: spear axe dagger/knife bow And then put research into the areas you want to unlock more advanced weapons along that line. for instance putting research into spear could give you the opportunity to make stuff like:
I feel that once you imbue a piece of land with you essence you should never get that essence back. It would not be worth the attempt to take over territory, if the enemy could turn it back into a wasteland the moment he lost it for the essence. After all, the use of essence should never be taken lightly.
[quote who="SpinoPrime" reply="7" id="2234809"]I remeber that show that was awesome. I love the episode where Grevious is beating down 5 jedi at once.[/quote] It was a chance for redemption then they ruined it with the cartoon film
[quote who="landisaurus" reply="16" id="2234954"] The question that comes up is, "how can that be modified? and how might it scale for large maps?" I personally want to see relays or nodes that count as "from the caster" in terms of calculations. Like being able to build spires from which spells can be cast remotely. [/quote] what about simulacrums of the caster that the caster can put essence and/or mana into in return for it counting for the purp
[quote who="Ynglaur" reply="21" id="2234969"]Borg bears.[/quote] Borg ninja bears
[quote who="Ynglaur" reply="12" id="2234998"]Whichever option gets adopted, I really don't want automatic, instantaneous empire-wide distribution of resources. Resources from far away should take time to get utilized, even if I get a steady flow once the "pipeline" is primed. Keep in mind in the ancient world good roads were rare and expensive propositions for most empires: Rome was somewhat of an anomaly, though I recall various Chinese dynasties had a go
[quote who="Itharus" reply="5" id="2234321"]Wait, what? There is a good Clone Wars cartoon somewhere? What the hell? How do I find it [/quote] http://en.wikipedia.org/wiki/Star_Wars:_Clone_Wars_(2003_TV_series)
[quote who="General Homsar" reply="3" id="2233471"] Sadly, no. [/quote] The same people did bring us Samurai Jack (also kinda cancelled) and the awesomeness that is the good Star Wars Clone Wars Cartoon (i.e. not the one with the talking droids)
[quote who="pigeonpigeon" reply="5" id="2234195"] Sigh. Bot != AI. There will be AI in this game. Of course there will be AI. This is primarily a single-player game, how would you expect that to work out with no AI? Really, use your head A couple posts back someone else said more or less the same as you just did, so I guess I'll repeat my response... The bots he was talking about were the proposed persistent bots that would have their own stats, and join games like people wou
I hope that whatever setup options them put in they are intuitive to tweak and it is well explained what each of them does. There is nothing worse than starting a game and getting halfway through before you realise there are no bears in the game or you made bandits super aggresive or something
incidently the co-operative ritual magic attempted in the sword of truth could be used as a source of inspiration if they implement coop magic in elemental
1-8 players according to impulse
[quote who="BoogieBac" reply="12" id="2217206"] NATURAL Early Game: 3-7 Mid Game: 8-12 Late Game: 13-20 MANUFACTURED Early Game: 6-12 (2 Levels of Basic Helmet, Armor, Weapon, Shield, Greives, and Boots to equip on your units) Mid Game: 12-30 (4 level of above + some Accessories) Late Game: 31-50 (6 levels of above + more Accessories) AND these manufactuing numbers are bare-bones...the moment you add axes, spears, dagger
[quote who="landisaurus" reply="12" id="2222354"]I always liked attacking neutral towns in MoM. At the same time, I kinda wish I could turn them off just to see what the game is like. It would certainly maket he world seem less previously explored.[/quote] hopefully when making a game iy gives these types of options