[quote who="Frogboy" reply="27" id="3115032"]The specific plan is as follows: The city hub gets 1 tile. As a city grows, it would add 1 sub-tile based on the city's specialization. Each faction would have their own look and each specialization within that faction would have its own look. So at a glance you will be able to tell what type of a city it is and how big that city is. A separate screen will display the bustling full city. This allows us to add a lot more ci
DsRaider
[quote who="Thoumsin" reply="47" id="3116492"]The problem is that we need first to build a few "factory" around the planet and around place we wish to mine resource... once this is done, money will begin to flow... in long term, mining the outerspace can generate profit, a lot of profit but the initial investment will be huge... and since the actual economic trend is immediate gratification/benefit without long term view, it will not happen soon... [/quote] An interesting point. Once
[quote who="Uvah" reply="44" id="3116447"]@Sarudak......There are two asteroids out there, Vesta and Ceres, between the two there are enough raw materials to build a road from here to Mars and back again seven times. All the resources left on Earth is but a fraction of what is available in our solar system. Mining asteroids will become a high priority.[/quote] Ya but they will only become worth mining when it becomes cheaper to get the minerals from asteroids then from earth. In order
The key to space exploration is profit. Once someone figures out how to make money from space then the space age will have finally dawned. Until then space will always be a side concern of little real concern to people and governments, except as a prestige thing. We already have private space companies but the demand for their product right now is too low, their only costumers are NASA and people looking to put satellites in to space. However they exist and given an increase in demand they co
This was stealth uploaded by RTSguru. http://www.youtube.com/watch?v=w-T62CvizEA
After a lot of experimenting it seems that you can't use the mods folder to change environment textures. You can however do it through the core files. I imagine this is a bug. [quote who="EviliroN" reply="42" id="3111078"]Just to clarify, the spawn sets a rating for itself, then looks through the pool randomly and if there was nothing that matched, the "tent" pops up? It seems weird out of the hundred or so units there aren't any NPCs for them...[/quote] I have had thi
I guess we will get the details when the articles come out, eh?
[quote who="Frogboy" reply="27" id="3115032"]The specific plan is as follows: The city hub gets 1 tile. As a city grows, it would add 1 sub-tile based on the city's specialization. Each faction would have their own look and each specialization within that faction would have its own look. So at a glance you will be able to tell what type of a city it is and how big that city is. A separate screen will display the bustling full city. This allows us to add a lot more ci
Have you actually managed to change the environment textures. I can change their name but the texture won't change for some reason. Is it locked or I'm I doing something wrong?
[quote who="seanw3" reply="9" id="3114860"]@DsRaider, Um, cityhubs will change as the city is specialized. Each city will look unique due to city specialization and factions. The only reason to have it is to save the art? A city view screen is a wonderful immersion factor. Having a bustling city is very important to me. I am sure others agree.[/quote] I don't think they mentioned cityhubs changing as improvements are built. That would pretty much defy the po
I am still in a state of disbelief about this whole one tile thing. It really only makes sense if moving improvements to a subscreen actually dramatically reduces memory usage and I can't bring myself to believe it. If it somehow does get implemented I hope they chuck the building placement screen idea. That seems like a whole bunch of work and memory usage for no reason what so ever. The only reason to have it is so that all the existing artwork doesn't get wasted and
[quote who="Mhantra" reply="13" id="3114680"]Playing King's bounty right now, and thought no one had ever heard of this. As much of a HoMaM clone it is, I find it quite unique in its own way.[/quote] Other way around. The original King's Bounty was what HoMM was based on. I remember getting it in the old HoMM 1-3 collection bundle. Good times...
[quote who="Elrhamlin" reply="10" id="3114424"]I just don't want FE to become a CIV clone. [/quote] This is a legitimate concern, but you shouldn't not implement good features just because Civ does something similiar. Elemental is pretty different from Civ5. As Stupidity10 said the limit of a single type of fertile ground does make maps seem more like golf courses then real living breathing worlds. I have tried messing around with XML to see if it is possible to mod th
[quote who="Heavenfall" reply="3" id="3099022"]Unfortunately, "environments" (that decide the look of terrain) remain very hardcoded. It is not possible.[/quote] You should be able to change the texture spread by environments in the TerrainTypes.xml file, there are subtags for each environment. I can change the name however it doesn't seem to want to change the texture. Is this just not implemented yet?
[quote who="AlLanMandragoran" reply="3" id="3113686"]Agree an expansion of different terrain types, expandable by a faction's ZOC, would go a long way. Heavenfall proved it in his EWOM mod (I remember that one faction that spread the snow terrain). Cool.[/quote] My idea isn't so much that different faction should have different ZoC terrain but that every faction should be able to build on multiple terrains. [quote who="LNQ" reply="4" id="3113771"]I would like to have c
[quote who="LightofAbraxas" reply="2" id="3113654"]I'm probably the only one, but I actually liked the barren maps in WoM (we probably disagree there). Because as it is right now, the worlds just seem like a mish-mash of (pretty garish) colors (we probably agree here).[/quote] I do think that Fertile Land spreads far to much late game in FE. It pretty much replaces all the wasteland. I would like to see a limit on how much it can spread because I think a mix of wasteland and grass
One of the main areas they are focusing on in FE is making the world interesting and fun to explore. However I feel that the present limited amount of in game terrain hinders this. Maps in FE don't feel like worlds, they feel like random maps. They can be fun to play on and have some interesting stuff in them but immersion is limited because they still feel like random maps and not like true fantasy worlds. In fact I would say FE is far inferior to Civ5 and HoMM3 when it comes to world bu
[quote who="ddd888" reply="16" id="3111008"]the only reason to accept a trade is cause you ignore the true relative value of the good to the player you trade with, and so you may think its good for you but truth is it cant be (unless who offered the trade made a huge mistake)[/quote] Unless you are trading with an ally or the relative short term benefit from the trade outweighs the negative long term harm. For example you accept a trade from someone which you know will
[quote who="feelotraveller" reply="6" id="3110537"]Where there are trade routes there is pirating/pillaging. Got to like.[/quote] Ya I would love to see more incentives to both raid and protect caravans. I think it would be really fun to be able to play bandit and raid your enemies. Long trade routes through dangerous territory should be rewarding but also dangerous. If you don't want to have to protect it from other players and monsters don't build it. [quote who="Lor
I wouldn't add to many new armors myself, the current gaps could be plugged by 1 or 2 new armors. We definitely need a early game medium weight choice like splintmail for Strength champions. Splintmail would be an inferior version of chainmail. Then you could also add a midgame heavy option like halfplate, which would be an inferior version of plate. This way at every stage of the game you would have access to at least two armors.
It would be a shame if trade was left as is or removed because without it Elemental feels much less like a real living world. Historically trade has had a huge effect on civilization and to me having no trade is about as big of a hole as having no boats. I think they should continue with the current road system but separate the trade system from it and add some depth.If you choose to try and maximize trade then you should be able to generate some Gildar but it shouldn't be necessa
Caravans seemed to be one of the most hated things from WoM, and so they were removed in .86. A lot of people consider this an improvement but really they have simply removed trade from the game entirely, adding to the two dimensionality of the game. Which is a shame because although caravans were done badly they had a lot of possible depth. The new system is good in several ways. It allows players to create roads without any micromanagement, instead of having to move a caravan to ev
[quote]I feel that we should start off with a lot more of the basic techs, like some basic armor, weapons, and being able to mine or farm, etc. [/quote] The fact that we have no choice in armor early or even mid game really annoys me. Whats the point of a deep armor system if you never get to use it? [quote]When the ideas were first put up for items in the Tech Tree being Random, I liked the idea. I was wrong. [/quote] Same, random techs just don't
That tooltip is actually for world difficulty and not AI level at all. Don't know why they haven't fixed that yet.
[quote who="Heavenfall" reply="24" id="3109878"]What makes you draw that conclusion? Enthusiasm for modding a game is not something you can bottle up and then use when the devs feel like it. Me personally, I'm doing mods now because the main game is lacking. As the game improves, so will my desire to mod it decrease. That's my reasoning, I can't speak for any other.[/quote] Personally I find it hard to motivate myself to mod when the game is changing so much every 2 weeks.