[quote who="Sir_Linque" reply="3" id="2601333"]Hehe, I'm just weird I guess. [/quote] That should be nice thing on elemental. you probably will be able to mod that in :)
krejci
[quote who="Wintersong" reply="4" id="2601185"]Just because there is the option, don't forget to actually develop some nice, good and efficient way to have tech trade done. I have never used the option of not tech brokering as, of all the things, that would be one of the few "inmersion breakers" for me. Would be like if I were to disable diplomacy.. or combat... So give the option but let's try to have a good tech brokering system huh? (which is already supposed but just in case)[/
Well, if i didnt know it beforehand, I would be quite confused by the fact that riverside cities have different names. I would assume some other difference than just the name as well (except the proximity of water, ofc). Regarding the metropolis - the origin of the word doesnt matter, does it? Current meaning is what is important. Wiki: "A metropolis is a big city, in most cases with over half a million inhabitants in the city proper,..." Grand ci
[quote who="Frogboy" reply="2" id="2601004"]Yea. We can do that. GalCiv II has that option as well.[/quote] nice! I always use this option [civ4] because either I can screw with AI, or some random group of AI players run away from the rest. Neither is fun... I agree though, that brokering is usually more an AI algorithm problem rather than problem of brokering mechanic itself.
After thinking about it I believe that 4bit intro is way to go. Especially if there will be another intro after pressing introduction button. But even if you will end with just 1 intro 4bit is better choice! Why? Because doing really nice high end intro seems to be privilege of few (were it blizzard intros/short movies for W3 or WoW which were really impressive?) and probably consumes lot of resources. These intros really works well, get people at
It seems that are several groups of people (call me cpt. obvious!) - some people want serious, some want funny some wants fantasy, some descriptive names and quotations. I think elemental should satisfy all - but how AND without another option in settings tab? I assume there will be some tiny little button near quote and name area, which when clicked, will choose different random name/quote. This button might have some kind of very simple logic - it would prefer list, which quotes has
[quote who="GoaFan77" reply="2" id="2437870"]... I don't think ther is much in Sins that can stand up to a ... a Death Star... [/quote] isnt one fighter or squadron enough to destroy it? (btw. I am behind proxy so I cannot check the link - but this should be star trek vs star wars fighters - http://enterprisevsties.ytmnd.com/ or this http://laserstarwars.ytmnd.com/) and since Sins looks kinda similar to Star Trek in terms of technology ;) </p
New research system looks very promising. Though it should address issue of old technologies pilling up. Several good suggestions already posted (buing with gold, old techs gets chance to get auto-researched). Another one comes here :-) system that there can be picked more (2, 3?) "gray techs" instead of one of green/yellow/red. Obviously tech will turn to gray after some quite decent amount of time. Effectively this does nothing more than cutting price of old techs down. Also b
[quote who="Rishkith" reply="55" id="2429077"] Quoting krejci, reply 51I actually like to see at a glance what a progress I and my poor people did! From the main map interface look at the bottom right bar. It shows your progress to the next tech milestone for the tech area you're researching.[/quote] What i ment was ability to see some great picture, which would show how awesome I did in whole game (researchwise), something I can look at for a while with "nostalgia" :)
What I dont like at current tech screen (not neccessarily system) is that I dont have that feel that I progress, that my empire develops. In classical tech trees i have all already researched techs lined up there with some sort of (mental)pedia info on them. I actually like to see at a glance what a progress I and my poor people did! In Elemental right now all I have are cluttered medailons with circular progress bar. I think it is not rewarding enough! I know that reward is technolo
[quote who="Tormy-" reply="136" id="2425572"] You gotta be kidding. Without magical dmg types and resistances + immunities, the combat system will suck. Period. It will be way too primitive. This is a fantasy strategy game, with strong emphasis on tactical gameplay. This is why I've preordered the game. This is why I've purchased Dominions 3. I don't want to play with FfH v3.0 in regard to the complexity of the combat system. Besides, take a look at the poll. The vast majority of th
[quote who="pigeonpigeon" reply="122" id="2424724"] Whether implemented as tags/traits/properties/abilities or as resistances stats in line with ATK and DEF is irrelevant. The same effect is achieved, and neither is really any more complicated than the other. Really, tags are slightly more complicated than stats, with the added benefits of being more versatile and visually cleaner. If you think stats would result in an unbalanced system but tags would not, then you are confused because t
[quote who="pigeonpigeon" reply="117" id="2424417"] ... I have never seen a good, logical argument how different resistance types leads to fewer tactical decisions ... [/quote] Just to clarify, I wrote "...very little EXTRA tactical decisions..." (emphasis on extra). Obviously multiple magic classes system does create more possibilities for decisions than just single resistance. As I see it tho, they are more or less straightforward and dont add any rea
[quote who="pigeonpigeon" reply="112" id="2424008"] I mean, I could probably explain the basics of magic resistances to someone who has never seen it before in one sentence. And I could probably expound on most of the subtleties of a given magic resistance system to that same person within a single short paragraph. If I can do that, then there is really not much 'complexity' there. It is not going to make a novice's head hurt try
[quote who="Tormy-" reply="72" id="2421770"]krejci your post makes no sense again. Example: Why shouldn't nature magic have DD spells? Because you say so? Why shouldn't fire magic have protection spells? etc. Multiple, unique paths? Once again: Dominions 3. spell system = perfect. That being said, I understand that you prefer the KISS principle [Keep It Simple, Stupid] in regard to combat mechanics, I just don't agree with you...because Elemental should be complex enough a
[quote who="Tormy-" reply="50" id="2420942"] Quoting krejci, reply 49 Having very complex yet dump system doesnt make fun in my book. It is no rocket science to not use fire spell against fire resistant creature. It is so trivial, why event present it as a choice? Only reason why to implement this system would be to outperform other player specialized in Fire magic on global scale - you would start creating fire magic resistant troopers to beat that fire kingdom. But these would be
[quote who="Tormy-" reply="46" id="2420749"] Quoting krejci, reply 45 I mean, even Civs went from att/def/mov just to str/mov and personally I consider this good change. This explains that why are you against elemental dmg types and resistances. The combat system [what system? ] in the Civ games are very primitive, but we've talked about this already. [/quote] I guess this is more about general focus of Elemental. I see it more Civ like tha
[quote who="SeanenG" reply="44" id="2420598"] stuff [/quote] I wholeheartily agree, that creating half a dozen of magical attack/resistance types is not a must. It implies that most of spells will be very similar and only differ in its particular type of attack. This is imho quite boring. hovering over enemy soldiers, trying to find which particular resistance they dont have and then sellecting fireball/ice shards/rolling stones/spirit of life/curse o
Sovereign guide to Elemental (Twilight world/whatever) [e digicons]-_-[/e]
delete me - double post
I agree with prevailing opinion of more resources is better and that they should be prerequisite (ie no bonuses). But obvioulsy more resource which all would be absolutely neccesart wouldnt be probably too much fun, however what about further resource cathegories (apart from food/insudtry/luxury) so this way we can have resources in same cathgeory requiring only little or no extra research to utilise them but they would add certain flavour to the game. For examp
[quote who="Wintersong" reply="2" id="2390553"]Influence borders are considered to be your territory. Altough easy to use and saves from headaches (and in this game also means the territory that becomes alive too), in theory influence should be dissociated of the real domain. I can claim that the Altar lands belongs to me but unless I have troops garrisoned there to enforce my claims, these mean really nothing.[/quote] This depends if it will be more GalCiv or Civ(4) model. If bo
some short skippable intro Hi, Although I am new to this forum (and preorder ;-) ), I have played 4X games since… since beginning J I consider borders and territory to be one of best game mechanic improvement which happened to them and which makes civ1 feel so “obsolete” for me now. (was it Sid Meier&rsquo