tjashen

tjashen

Joined Member # 3503845
109 Posts 892 Replies 28,404 Reputation

Apparently Stardock thinks mathematical formulas for game mechanics are a trade secret or something... It's not like algebra and calculus haven't been around for thousands of years! I think the dude's name was Aristotle, or Archimedes... [e digicons]:banhammer:[/e] Edit: Diophantus is sometimes called the 'Father of Algebra' . Democritus is the first person recorded to consider infinitesimals, with others such as Archimedes building on work by earli

11 Replies 10,152 Views

The understanding I have for damage rolls is that you square the attack and defense values, roll Dsquaredvalue (with no results of less than half of the squared value), squareroot, and that's your damage. Whether you compare before or after squareroot I'm not clear on, but it looks to me like defense roll is subtracted BEFORE squarerooting. I may be wrong, but the battle statistics I'm now seeing in combat (as of 1.09p, in the target window to the right) seem to agree with

11 Replies 10,152 Views

[quote who="KingHobbit" reply="8" id="2838728"] Quoting Lord Xia, reply 7Yea, I like having that 25 gold. And why would you not have the key afterward? It's not going to just vanish, and maybe it's made of gold or something and that why you can sell it. I'm good with it. Has anyone found a use for it later in the game. Is there a another quest perhaps that you need it for?[/quote] I'm thinking of making a quest where you need Maggie'

11 Replies 5,383 Views

A little off topic, but I think it would be absolutely cool to have a GalCivII style race creation interface! For those who have never seen that. You get race creation points (like we have now), but you spend some of those points on tech trees, not just 'cool abilities'. So, for example, if you wanted to have 'Shard Harvesting', you'd just pay some points and get that tech. And, if you wanted multiple techs down the same tree, you could do so, but they cost more as y

21 Replies 22,102 Views

OK, that's weird. My Sov moves 3, but then I have the Adventurer background. Also, my Sand Golems have only been moving 2. I have a custom race. Wonder if that has anything to do with this...

7 Replies 7,423 Views

[quote who="sjwt" reply="8" id="2838278"]8 Turns?? You clearly don't have the game on Epic. Put the setting to Epic and play the game the way its meent to be! No more units becoming out dated before you have even fished building them!! [/quote] Yeah, I have the 'fast games' setting. That way, I can figure out the various elements in the game sooner. Playtesting and all that... <

21 Replies 22,102 Views

For the record, I didn't think of your mod as an actual mod, just an exercise to evaluate weapon/armor balance. I appreciate your hard work in trying to evaluate the problem, even if you were apparently 'advertising a mod in the general forum'. Seems pretty silly to me... Square/squareroot, with a 50 minimum 'roll' really skews things pretty harshly in favor of the higher value. But, if some people want cheese with their Elemental, that's their choice I guess.&

19 Replies 10,090 Views

So, in 1.09p, Magnar apparently causes the following issues: Huge amounts of goody huts appear around his empire... He has an invincble city defense apparently... He's been known to not let the game go past Winter 244... And some other issues (feel free to add them). I'm thinking Magnar has someone on the payroll at Stardock! Maybe it's time to have a 'Boycott Magnar' day!!! [e digicons]*_*[/e] <

1 Replies 1,657 Views

[quote who="Sherekhaan" reply="11" id="2837829"]Mounted melee animation is much better, and mounted archer animation has improved, but there still seems to be a second or so delay after completion to being able to click. Thanks. PS. Oh and more quests please [/quote] You know that there is at least one mod with more quests, right? The specific one I'm thinking of is still a 'beta' mod though... I'd send donuts to Derek and the guys/ga

102 Replies 38,680 Views

[quote who="Werewindlefr" reply="10" id="2837870"] Quoting tjashen, reply 5 Spears should be reduced slightly. 9 is too high I think. 8 might be OK. 7 versus a 6 attack with a shield seems too watered down. Perhaps Oak Spears have 8 attack, and Boar Spears appear a little later in the tech tree with a 9 attack? Boar Spears also take 1 more material to build currently, so this would justify the difference in attack value. Otherwise, I'd

15 Replies 6,354 Views

[quote who="Werewindlefr" reply="14" id="2837862"]Well, in your example, you reworked the armor values massively. That works too. Both ideas work - actually, the good point of yours is that it lets HPs as they are, while mine (decreasing some armor values, but mostly increasing weapon damage) requires a major change in HP values to keep up.[/quote] Which is why I said I agreed with your assessment of reworking armor values! [quote]Quoting Werewindlefr 2) The seco

16 Replies 25,777 Views

[quote who="Carewolf" reply="2" id="2837837"] Quoting Topdecker, reply 1You are over simplifying things a bit... Elemental uses some sort of high-water system. The cost of everything declines compared to your highest tech researched. As such, you can drive down one tech tree a few levels and the other techs will be cheaper to learn. I am not sure if it is more efficient to do this, but knocking out fast techs generally comes from trees that you have neglected.<br

21 Replies 22,102 Views

My concern is the min versus max. If everyone starts with a 5 attack, bare-fisted, but has a 20 with a warstaff, for example, that's only a 4 to 1 ratio, i.e. not too bad. It certainly looks better than 15 versus 0. As for defense, Say you have a Staff (5), with a 5 bonus from str. That's 10 factors. Facing another 'staffer' in Leather (3+2+2+2), that's a 9 def. Pretty even odds there. if the attack has a 6 attack (sword), that's an 11, but with t

16 Replies 25,777 Views

Just for the record, I'm liking my change a lot! Adding 2, 4, 6, 8 or 10 Gildar to city production hasn't been too imbalanced as of yet (biggest city is size 3 at the moment), but I'm not awash in gold either. The tax revenue, on top of the 2-6 extra gildar for the smaller cities, seems about right. This is changing with the level 3 goody huts, but I have a lot of heroes to equip, so my Gildar is floating the double digits usually, not triple or quardruple digits.

6 Replies 3,104 Views

Hey Werewindlefr! I thought of a simple way to boost attack values... Apply the Strength bonus for your full Strength, not just above Strength above 10. That'd add 5 to everyone's attacks right out of the gate! As long as armor was balanced accordingly, this might actually help balance things a bit, and rather easily too!

16 Replies 25,777 Views

Yeah, I'm pretty weirded out about the whole stability thing. My Elemental games under 1.09p have been VERY STABLE, with just occasional crashes that I easily recover from (reload the autosave). I've been seeing stability issues all the way up to 1.09e (and n, o). So, for my configuration, stability is pretty much solved, although I haven't made it to Spring 240 yet... Memory usage is much better now. It floats around 80-90% a lot now (2 gigs ram, Vista home 32

12 Replies 5,123 Views

That sets the tax rate (I saw that one), but doesn't show the variable it applies to... It isn't being applied to Gold directly. I'm thinking a 'tax' tag is in play, which utilizes the definition. That definition exists so the value can be tweaked easily without having to edit a bunch of .xml files. I've checked a lot of the other .xml files, and am not seeing code relating to tax revenue anywhere, so apparently that calculation occurs 'under the hood'. Maybe

6 Replies 3,104 Views

[quote who="greggbert" reply="2" id="2837616"]Does it need to be addressed? On Hard difficulty I seem to have gold coming out my ears![/quote] How many people are in your Kingdom/Empire currently? I've been speculating that in the late game, Gildar would be coming in pretty heavily, but haven't pushed a city up to '4' yet (I keep restarting). Perhaps the late game/high tech structures could be given higher maintenance costs to compensate, or taxation

10 Replies 5,324 Views

I've noticed the following: At the start of the game, when you earn that first tech or arcane point, it takes around 8 turns to learn a tech, and about 25 turns for that first spell. Later in the game, when you have a lot of research points being generated every turn, knocking out spells or techs in 2-3 turns isn't that hard to do. I think the tech points for 1st level techs is about right, but I think you should be able to learn 1st level spells (utiliz

21 Replies 22,102 Views

That's why the +1 Gildar only costs 5 CP, versus 10 CP for Tech or Arcane. 5 CP for +2 Mana might be a little low, but 10 might be a little high. Waiting for the jury to weigh in on that one. The +2 food can be huge in the early game, UNLESS you already have a lot of food nearby. In the late game, though, it mainly means about another 10 gildar or so in tax revenue every turn (depending on how many people your houses/apartments/etc. hold). 5 CP might be a littl

6 Replies 6,322 Views

Upgrading troops 'in the field' is already a mechanic that Stardock is familiar with. In GalCiv II, you click on the ship in question, select upgrade, choose what you'd like to upgrade it to, and pay some money for the upgrade. The upgrades generally take 1 to 4 turns, depending on how far from home your unit is and how extensive the upgrade is. A similar mechanic in Elemental would be fine. I have no problem with 'upgrading/training troops in the field' as long as i

14 Replies 9,825 Views