[quote who="doogles" reply="38" id="2695967"]Reading over the thread, I still kind of think having a maximum cap to a city is important. If a maximum city can produce every single building, then eventually every city will just level up to max. Seems like there should be more tough decisions to make. Maybe a combination of housing labor and some other system should exist, such that a dedicated player could still have cities that do everything, but it would cost them in some w
Satrhan
I'd recommend listening to enya in this form: http://www.youtube.com/watch?v=3CTJqwX-AwM
Sounds great, a bit like I thought Elemental would be like, and perhaps should have been. Although we can't tell for sure untill release obviously. I'm just wondering if part of the reason the battles have been scaled down is due to engine and hardware limitations. If so, it would be hard to scale them back up.
I agree with the OP. The size of cities and (resource) buildings compared to the map reminded me of Age of Empires and other RTS games, and not in a good way. One of the worst buildings is the Stables, taking up an entire tile with one building. It would help the feel of the game a lot if for example farms and stables had one sub-tile containing a few small buildings, and the remaining three being fields or pastures.
I'm glad you like it. IMO these kind of resources should be rare enough and influential enough that you aren't guaranteed to find one, and be glad when you do, but on the other hand not so overpowered that they are game-making or -breaking. As always carefull balancing is the key. But it would indeed be a nice perk for the adventuring player that he or she is more likely to find them.
One more thought; 3) The Labor Pit. Perhaps this building could be given a bit more flavour. Instead of it producing materials, it could lower the workforce required for each building in the settlement by a certain percentage. This would represent slaves/non citizen races/forced labourers doing the lowest, most demeaning, physically demanding, or dangerous jobs that your citizens would rather not do. The drawback being that the building requires some workers (guards and caretakers), s
Anyone like this idea? I think it would add a bit to the immersion in the game. (Shameless bump, I know [e digicons]:grin:[/e] )
I'm glad to see you like the workforce idea, let's hope the dev's take note. I think it would make you care a bit more about your population and where they live beyond having them available to be recruited into your army. Two thoughts I had about the system; 1) The Egalitarian trait. Factions that pick this trait could also have a bigger workforce than other factions. If normal factions have a workforce that is equal to say half their population, egalitarians could have a
I agree that would be the easiest way to do it. I was thinking about an option to turn buildings on an off so you could choose which buildings functioned. But that would add even more micro, and would be easily exploitable (for instance only turning the harbour on when you want to build a ship).
[quote who="Frogboy" reply="11" id="2692009"] I'd like to come up (or hear a) solution to this age old issue. [/quote] One solution that has been brought up a few times before is using the population as a workforce. Each building requires a certain amount of people working there to be able to function. So if you want to build something you will need to have enough unemployed people in that town. This would allow the bigger cities to have lots of buildings, but in sma
As it is now, all resources are revealed on the map at the start of the game. While this is fine for the more 'normal' resources, say fertile lands and old growth forests, it makes less sense for special buildings like ancient temples and lost libraries. I mean, how can you tell from afar that a certain tower contains vast stores of knowledge, are there roadsigns or something? And wouldn't these kind of buildings attract some attention, human or otherwise? I propose that these kind of
Some great ideas here, it's really too bad that it won't be in the game for a while. It would certainly help with changing reviews from 'the quest system is a bit wonky' to 'the quest system is well thought out'.
Well, I like it! The first part at least, for the second part I'd go with GoaGalneGbilski's suggestions. I just don't like paying for new spells[e digicons]:P[/e] So [e digicons]k1[/e] for you strawbdragon! [quote]I would not want the first half of the OP, I think they need to be distinct and feel different.[/quote] The problem is that, to me, the magic research feels a bit like an afterthought. Correct me if I'm wrong, but right now you research the ability to use a ce
[quote who="NullAshton" reply="17" id="2685605"]Here's one idea I had that would give more flexibility. Action points = Move Number of action points it takes to move one tactical tile = 1 Number of action points it takes to attack once/cast a spell once = Action Points/Combat Speed Number of action points it takes to counterattack = Half that to attack That way, combat speed is the number of attacks you
That would be great, thanks!
Does anyone have an idea what may be causing this? I know it is a minor issue, but it is annoying as hell..
[quote who="Raven X" reply="56" id="2678248"] [quote]...[/quote] WOOOOOOOOOOOOOOHHOOOOOOOOOOOOOOOOOOOOOOOOOOOO !!!!!!!!!!!!!!!!!!!!!!! [/quote] My sentiments exactly[e digicons]:grin:[/e] This and the part about resources just made my day!
Not intended to belittle the TS, but this suggestion has been made a few times before, way back before beta 1 started. The idea was that cities could gain traits like the generals in Rome:TW or Medieval, like blackkomodo mentions in the post above. I like the idea and I'm happy Frogboy does too. I just think it's a shame it might only be added post release, when the initial suggestion was made over a year ago.
I like the scaling, it gives you a good strategic view when zoomed out, and a nice 'realistic' view when zoomed in. One of the little touches I really liked in beta 2 is for instance when you visit an inn and zoom in all the way. You could actually see your sovereign and his party standing there, same size as the peasants, just being a regular sized human, not this larger than life character. It's little touches like this that can really create atmosphere, and make you feel
Great post Frogboy [e digicons]:thumbsup:[/e] . Based on the beta's (I know they aren't representative of the finished game, but still...) I was starting to fear Elemental would be a bit... bland (please don't shoot me). But with all the stuff that's comming a lot of those fears are gone. Really sucks that my laptop needs to be fixed and is going away for a few weeks. Now I'm stuck with my crummy old laptop, I'll be lucky if it will run the beta with cloth-map only...
Thank you for confirming. Could one of the mod's take a look at this?
I'm on the Elemental forums, using IE8. I've checked some other forums, but they don't have the same issue.
Anyone else having this issue? Seems to me it could be easily fixed by removing the 'animation', I don't see what use it has anyway..
About the 'go to last read reply' button; When I move my mouse over them, they move to the left, and I guess they're supposed to jump right back. However, for me they usually don't move back straight away, leaving me clicking on the white square that is beneath them. This wouldn't be a problem, except the square doesn't funciton as a link, only the 'button' does. So I have to click the button a bunch of times before it works, which is a bit annoying. Even more annoying are the times when
You have to be kidding, the Homeworld manual was absolutely great. If you didn't want to read the lore stuff, you could just skip it.