I think the current system of having the roads built automatically(once the decision is made to build them) is fine. I assume that at some point they will actually look nice. When it comes time for eye candy you can have a road crew doing goofy stuff like dropping boulders on their coworkers toes, lots of guys standing around watching the one guy work, etc.
cephalo
[quote who="Raven X" reply="29" id="2421309"] No cute or cuddly creatures in Elemental please . Thank you. [/quote] I dunno, the few pages I checked out were mostly blood, gore and fangs! I think she'll do well.
Well, it's all relative right? My highest population before the game crashes is about 150. Not exactly a metropolis.
Congrats to the new hires!
I had to force exit. Loop seems to be in updating ZOC (Zone of Control?) http://pastebin.com/m201a7c59
I don't expect a beta to be free of bugs, but if we are going to play through these bugs, first we need a save function that works and is stable, then we need an autosave. I'm trying to evaluate the economic system for 1b, and I'm getting nowhere . I'm lucky if I can squeeze out 10 turns. If we had a working autosave, it would go a long way to help us do our job as beta testers if general stability is not going to be a priority.
Me too. http://pastebin.com/m29807b7b
[quote who="Frogboy" reply="15" id="2419173"] Based on what I see internally, I think we could make this upcoming Spring if we pushed it. [/quote] Yeah, don't push it. Let it flow nice and natural. This is the PC gaming worlds last chance at a decent TBS for a good long while. Sid Meier's recent announcement of an upcoming 'facebook' version of Civ did not inspire confidence over at civfanatics.
Ding. Me too.
Crash on startup for me too. I was playing Dwarf Fortress at the same time. http://pastebin.com/m3296932c
I think when you see all these different and numerous ideas piled on them from the forums, it seems like there is just too much work to do, but I would guess they already have a very good idea of what they want to make.
[quote who="joasoze" reply="4" id="2417715"]Just remember to make it so moddable that there will be mods that will almost be stand alone games with different mechanics and rules from the original. This is an exciting journey - thats for sure. If this is a success then it will be a hit. If not, noone will try anything similar to this ever. May the RNG be with us on this one! [/quote] Lol, that's true. None of us can afford the failure of Elemental!</
Ok, I just got the same crash. It happened on the first turn. I think it happened on the first turn last time too. I built a city, moved my sov, built a palace in the city, pressed the kingdom button and bam.
The music for Elemental is really very good. Who is the composer? If you hit the option button on the main menu, the music fades and only the percussion remains, If you do it repeatadly it's like being a conductor messin with the orchestra. :)
I pressed the kingdom button and got a crash. http://pastebin.com/m496d1614
The info cards will come up in front of the thing pointed at, so if you want to move there by clicking you can't. You probably want to pop that up away from the mouse pointer.
[quote who="Raven X" reply="2" id="2415514"]So Damage Types like "Ice" and "Fire" and "Electric" won't be in? Without Damage Types you won't have monsters or units that are "weak" against certain types of damage. That's kinda sad in a game that should have multiples ways to hurt your enemy in combat Imo. I really, REALLY, think you should include damage types. Not including them is the lazy way out don't you think? Especially in a game where you have a vast library of spells at you
One thing I would like to see that isn't used very often is guys fleeing due to low morale. That way enemies can be scary. This is something that can be tied to experience. I'm not talking about a magical spell called 'cause fear', I mean good old fashioned, 'those guys are better than us' type of fear. One reason I like this is because it adds a measure of uncertainty and tension if you don't know exactly how well you can control your troops. It's kinda realistic too.
Personally, I really like greatly differing races in my fantasy games. That's true for both medieval type and space type. It's just fun! MoM and MoO both had a fun mix. In my mind it doesn't have to Elves/Dwarves to feel like a fantasy game, but I always accept those too because they are fun. It's great to have multiple species in your army, some that can fly, some that can shoot, or whatever. I'm not saying that it can't work with only humans, but leaving out playable monsters sure d
I will add that having a robust 'cheat/debug mode' is also extremely useful for modding. So if you build it for the beta testers you can leave it in for the modders.
I'm still angry about Spore. That was an outrage.
[quote who="bentheman939" reply="7" id="2409751"]Seems to kind of rip off the civilization series... [/quote] Problematically so you might say!
When I speak of a desire for many different resources, let my clarify what I mean. Even though there are many games that succesfully focus on resource collecting and trade, and I do generally like those games, I'm not suggesting that Elemental fall into that category. For example let's say my opponent has a mystical forest glen that produces 'pixie dust', and a magical waterfall that produces 'giggle mist'. These two resources allow him to train an army of tinkerbelle fairie
[quote who="austinvn" reply="24" id="2408808"] Quoting Tridus, reply 23 The normal Civ4 model had some problems. If you just happened to have Iron and Oil next to your starting city, you had a huge advantage over someone who didn't by simple RNG. In the Elemental model, you're looking at more then double the normal production time if you don't have the resource. That's significant. But it's also not "ha, you simply can't make half the units!"
[quote who="BoogieBac" reply="16" id="2408621"] So wait, we have to harvest wood now? Not necessarily, our resource system is built around a 'BONUS' mentality, opposed to a 'CAN/CANNOT' system. The only resource you NEED is the required gold. Everything else either gets pulled from storage or gets factored into the otherall 'Time to Build'. So let's say a Watchtower has a base labor cost of 10 and requires 15 units of Lumber. If you have enough Lumber i