[quote who="Zechnophobe" reply="108" id="2851608"]Honestly, doesn't this video seem a little scary to anyone else? I mean, what features did he show? Like, decorations around dialog boxes, and the fact you can, uh, cast things and do basic empire management? Other than hitting peoples nostalgia button, did this video really show us anything, other than Brad not really knowing what he's talking about?[/quote] I think it's more the point of where you know the ins and outs of a game to t
cfehunter
[quote]Have yall tried HeavenFall's Expanded Factions mod? If you want to see what is currently possible with various factions, check that mod out.[/quote] I have seen it and I've got to say that it's an excellent mod. But as I've said before an excellent game should not require modding to be excellent. I'm acutely aware that stardock could, if they decided to throw away their entire ethos and company policy suddenly, leave the game as it currently is with no further c
I wanted to voice my opinion on the current state of the civilizations that we compete against in elemental. For me the factions just lack any sort of flavour. At all. I know absolutely nothing about the internal politics of either major faction or the backgrounds of the peoples the create them and their relationships. Compare that to the level of background info available in galciv. There's so much of it that it largely defines the atmosphere of you
Excellent UI suggestions. Would definitely make constant use of those. As for #7 I'm not sure if it's related or not but I've noticed that if you minimize the game then bring it back up the mouse picking is off by a bit. I believe the cursor graphic gets offset so that you have to target with the middle of the cursor rather than the point. I've lost so many moves to clicking the tile next to a quest by mistake it's maddening. &n
[quote who="Ratatosk7" reply="11" id="2850986"]He is secretly training them as his Bee army to take over the world. His AI work is just lab work to him, with his bee training being the practical application. Why do you think he always asks us our strategies against the AI? We will be defenseless vs his bees now![/quote] oh so THAT's where all the bees are going.
[quote]And magical powers should not grow doing battle. A Sovereign who runs around the landscape clubbing things to death should not become a more powerful spellcaster than the one who stays in the capital and spends all his time researching new spells and perfecting his Wizard skills. Perhaps experience levels and channeler levels should be separated so that you wouldn't feel forced to run around killing things all the time. Leaders of a nation seldom abandon their people in the name of adv
Personally I would have water be nurturing. Buffing and Healing. Depends really if you're counting ice as water or if you're going to separate them.
#Mana# But yes there are a load of "the magic system needs a massive overhaul" threads. And the map editor is a truely amazing tool. Only thing is that it removes the entire explore aspect of 4X. I like explore it's the most exciting and game defining phase of 4X.
What we have now is the stage galciv II was at prior to the expansions. All the races feel the same, there's not really any defining feature to them other than basic aesthetics of their base models and colour schemes. Each race needs focuses and each race needs something that makes it unique. Different starting techs, different tech trees and different equipment would be a good start. As for units it's all very limited by the unit designer to be honest,
I'm guessing that the way resources are spread on the random map is to make it so you actually have a reason to go to war. I have plenty of food but no metal, where as Procipinee is starving and has mountains of metal, I wonder If I should take her metal.... Or if you're a pacifist you can trade, but the 4x rule of thumb is that might makes right.
[quote]Combat magic not being mitigated by armor is a big plus, but none of it scales at all. [/quote] And there it is. One of the biggest mechanical problems with magic. It doesn't scale. Equipment does. Why is this bad? For example +4 healing may be excellent in the start of the game (on lower difficulty) but later on it's absolutely useless. With scaling based on int: Heal at level 1: Heals the target for 25% of the casters total intellect.<
[quote who="alaknebs" reply="25" id="2850709"]df has some huge problems with storage..... or at least every time i play it, i get into serious trouble. like... i have a billion idle haulers, lots of nearby empty food piles.. and kitchens/etc clogged up with miasma because everything's rotting away in there! too many food piles i guess.. too much micromanagement needed.[/quote] Acctually you just need to setup a refuse stockpile outside. Simple. Watch
[quote who="Nenjin" reply="18" id="2849818"] There's no 1 more turn hook yet. It's like galciv in the respect that you know when you're going to win very early on but unlike galciv (in my opinion) you dont get the drive to see it through to the end. See, I disagree. I remember the same thing from Gal Civ II. "Research to get new structure, gives Y resource an X% increase in its output." "Play two more turns to get transport to asteroid mine/star base location." "Research 2 more tu
If you compare v1.1 to v1.09 then all that can be said is that it's a massive step in the right direction and that as a whole the game is more fun. If you're summing it up as a game though: There are still some pacing issues. Tech feels a little bland The AI has improved drasticly but it's still not that difficult to run circles around it. Magic doesn't scale very well, it's only balanced at specific points in the game and under/over powere
Got to love blood curse. With that in your spell book you could possibly be a viable force through magic rather than equipment. Let the good sovs use their precious metal trinkets to protect themselves where as us evil psychopathic megalomaniacs can use our people as human shields *evil laughter*.
That's the improved creature AI at work. If you leave them alone and let them wander the wilds they'll slowly group together and become a bigger and bigger threat. What I do to deal with it is make it a very very high priority to get some defensive units in my capital as quickly as I can. Not so fast that you completely halt your growth though. For most early stuff two peasants with spears will do fine. Upgrade them with some armor when you get it and they can hold off
First step is to build a farm. After that you can go down the civics tree and get the tech for irrigation. Build that in a city with a fertile land/oasis/twilight bees (or whatever the extra food source is for empire) and you get 20% more total food production in that city. Further down the civics tree you can grab farming guilds for a massive +100% food in the same regard as irrigation. It's not so hard to feed your people once you have the infrastructu
I very much doubt that Stardock take all of our suggestions blindly and just throw them into the game without thought. Don't forget that Brad is this games biggest fan as well as being the CEO, if he doesn't like the implications of an idea I highly doubt we'll see it in the game regardless of any amount of pressure from the community.
[quote who="Kestral2040" reply="18" id="2846749"]to back up Boogie: tons more changes are coming to the magic system.... and I don't mean 'we plan on looking at it', I mean 'we have changes thought up already that we just didn't have time to implement in 1.1. These aren't little things like "more spells" or adding a starting spell either, expect some seriously adjusting because, while it does serve a purpose now, it isn't where we want it to be either. As a note,
[quote who="BoogieBac" reply="15" id="2846739"]Given how central it is to the game (and how easilly it can become imbalanced) I don't see us ever being 'done' with the magic system...v1.1 was simply a step towards something we're proud of, with global mana and more unique spells being the focus there. Upcoming versions will continue to build on the foundation, with another major overhaul coming in the first expansion pack.[/quote] By all means be proud of v1.1 for it is, if nothing el
I have won by quest and magical victories recently. But I could of finished faster if I could be bothered to drag my army across the (large) map and crush the AI. Right now with the AI not putting up much of a fight (i know it's being worked on) the other victory conditions seem to be there for you to leisurely work towards while you toy with the AI.
[quote who="id_est" reply="11" id="2841616"] AI must cheat on the difficulty levels above normal. Such bonuses make game less boring. I think there is an error in difficulty settings, big bonuses must be on high difficulty levels. [/quote] I disagree, stardock have got a history of creating fantastic AI and with it being multi-threaded now I see no reason for the AI to have to cheat in the slightest. Really hoping that
[quote who="Tempestwrath" reply="2" id="2842109"]That being said, tactical magic is by and large still rather weaker than it should be. I think adding back a lot of the missing INT scaling would do the trick.[/quote] This really. (bear in mind that I play on challenging/hard) Early Game: Can't cast anything worth while anyway. Mid Game: some magic is over powered, some magic is under powered. Late Game: Magic is under powered
This needs to be done for empire in particular. I believe two of their "Domination"(i think) research areas have exactly the same description.
They could do it like GalCiv II where random events could completely shake the bedrock of the game and make or break your chances of winning. Leading to a LOT of interesting choices regarding forging new paths to victory :). I believe boogie has posted somewhere (recently) that this is on the official "future plans" list of things to implement.