I run NoScript, and have to allow a few new scripts for search (over what's needed for logging in). Could that be your problem? EDITED IN: I checked and have to allow Google for the search results to show up, otherwise it's blank.
Nick-Danger
@Kael -- welcome! I've very much enjoyed FFH2. @Froggy -- good executive move. You saw a need (design-wise and PR-wise) and moved decisively to fill it. This bodes well for Elemental's, and subsequent SD games', future.
[quote who="cpl_rk" reply="57" id="2800284"]Ok, the analogy is close but not quite right since the teleport does in fact cost 15 now. A sovereign isn't going to get much beyond 15 mana early game unless he doesn't imbue, so the analogy is: "teleporting a bunch of tiger tanks minus their 88mm ammunition"...[/quote]Nope. I can easily get my sov to significantly more than 15 mana fairly early in the game, so the analogy is "teleporting 11 fully functional tiger tanks plus a perhaps 2/3 p
[quote who="cpl_rk" reply="55" id="2799833"]Ok, I agree that teleportation is powerful, but not "over-powered." Teleportation in-and-of-itself won't win the game for you, whether it cost 0 mana or 10,000 mana to use. Tiger tanks could be destroyed, and so was the Yamato.[/quote]I know of no one asking for teleport to be removed. The issue is that it's so over-powered it obviates the other, classic strategies&tactics, instead of augmenting them.
[quote who="cpl_rk" reply="52" id="2797910"]It would certainly go a long way to "balance" things out if the AI used all elements/spells in its aresenal in the same way that the human did.[/quote]Teleport (as it was) would still be unbalanced for the reasons I've already mentioned. Having the AI use the unbalanced teleport as often as a human wouldn't address it being over-powered. The reasons it's over-powered still exist, and the cost to the game still exists. What costs?
[quote who="Frogboy" reply="21" id="2799261"]...Why did that happen?... [/quote]Socrates said "The unexamined life is not worth living". Your asking, let alone answering, your above question bodes well for Elemental's future, and upcoming SD games. I respect your 'the boss expects more from himself than his/her employees' philosophy. The bosses I've most respected led from the front, didn't ask of others what they wouldn't do themselves, and generally worked their way up
[quote who="Frogboy" reply="15" id="2799141"]There is nothing wrong with "city spam" per se. The problem with it is that right now, in 1.09, city spam is the most effective tactic for the game...[/quote]In the Kael thread there is a link to a post of Kael's on CivFanatics regarding Elemental, where he quotes a reply from Froggy he got, and this is what Kael quoted Froggy as telling him: <
[quote who="cpl_rk" reply="48" id="2784306"]....Every time someone uses a spell, item, squad (type or design) that the computer AI doesn't use, then this is going to make that human spell, item, squad (type or design) seem overpowered...[/quote]Teleport isn't over-powered because the AI doesn't use it, it's over-powered because it does too much -- it obviates too much strategy/tactics (my previous post lists some of these things). Making an over-powered feature available to all d
[quote who="DKL" reply="97" id="2783963"]Yes, 10 equally useless choices.[/quote] You set your standard of 'useful' by using an over-powered trait, then because other traits aren't overpowered you deem them useless. Kids these days... [quote]And choice which does not affect anything is NOT a choice.[/quote] All 10 choices would affect something -- just none would be overpowered. This ain't rocket science... [quote]Traits SHOULD be powerfull, otherwise there is
[quote who="cpl_rk" reply="46" id="2783911"]I never saw it as a "must" use even when it was 5mana. I think the spell got nerfed on the basis of a small minority of players petitioning that it was broken when it wasn't. I've also noticed that only the soverign can use teleport now, none of my other champions can use it even though it's listed in their spellbook, altough when I try to use with another unit it does subtract the 15mana, just doesn't teleport. This was a very
[quote who="GaelicVigil" reply="90" id="2783717"] Quoting Nick-Danger, reply 79 Quoting Frogboy, reply 41...For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource, it's just not used for anything)....If anything should be global it's population. As you describe the game, we're not really birthing new citizens, we're attracting them to our cities from
[quote who="DKL" reply="71" id="2783472"]...I totally dislike this 'nerf everything' mentality most game designers have. Organized was too good? Add some other worthy traits and its all settled... Why not simply bump other traits to same power level, and make you actually be able to choose...[/quote]Example -- we have 10 traits and 1 is way more powerful. The Devs can spend their time to lower the 1 overpowered one, or spend 9x more time to raise the 'underpowered' ones (with 9x m
[quote who="Kalin" reply="82" id="2783653"]I understand the impact on troop spam, but would it really stop city spam, I wonder? Wouldn't making more outposts still produce more prestige and thus attracts more people to your side?[/quote]If there's a rule of 'diminishing returns', then it would get harder to attract people over time (ie - require more prestige to get the same rate of attraction). I wasn't thinking of a hard-coded people limit, but a soft-code (rule of diminishing
[quote who="GaelicVigil" reply="62" id="2783379"]Edit: Okay, hold on a second, I think I'm understanding it better after reading the Nth time. I think he means that buildings cannot be built, period, until you have surpassed a population threshold. So if you decide to recruit 10 soldiers, then your city will not be able to expand any further....[/quote]My guess is that buildings need to be staffed. So if you build a spell research building that tasks a number of citizens to
[quote who="DKL" reply="51" id="2783166"]...Its often more than 100 tiles between borders of my empire. And even with roads I have to waste a freaking hour of real life time to move my army from one border to another. There is no fun, not even slightest amount of it.[/quote]You have a particular concept of how you want to play the game, and when the game doesn't 'cooperate' you don't change your play, you want the game to change to accommodate you. Elemental is a strategy game.
[quote who="Frogboy" reply="41" id="2782949"]...For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource, it's just not used for anything)....[/quote]If anything should be global it's population. As you describe the game, we're not really birthing new citizens, we're attracting them to our cities from the wilderness (via prestige). Make population limite
[quote who="Tasunke" reply="29" id="2782626"]So please, stop discouraging Stardock from trying to improve a product that badly needs improving.[/quote]What this Gentleman said! Poor SD -- criticized for an unbalanced, too-early released game. Now criticized for balancing and fixing.
[quote who="Consort" reply="2" id="2781646"]FORGET BALANCE! It's Highly Overated![/quote]You keep using that word. I do not think it means what you think it means. [quote]I said it elsewhere on this board. Why does the game have to be one size fits all? I have played other games that allow the single player to set the playing variables in the starting options...Please let Elemental players do the same.[/quote]This isn't balance, it's being able to set basic starting game parameter
[quote who="DariasDruss" reply="19" id="2781671"]I think there is a lot needing to be changed and it should have to do with game play rather than "lore"...[/quote]You say that as if the choices are mutually exclusive...
Hilarious minecraft link It was posted on reddit, so many have seen it, but I didn't see it posted here, and it's worth a watch.
[quote who="me_myrmidon" reply="19" id="2780857"]No need for a lecture about "complaints about lack of beloved feature" because this post is not really about that.[/quote]Actions > words. Your action -- complaining about 2 of the most overpowered features being balanced -- belies your words that the 'lecture' was unneeded. The game needs balancing. Overpowered (and underpowered) traits/features/etc. will be balanced. Complain if you like, it's your dime.
[quote who="Malsqueek" reply="15" id="2779537"]I just don't feel as though using essence as the tool to accomplish them has a greater weight of benefits than negatives...[/quote]There's more than one way to skin a cat, and the essence idea isn't the only viable way to achieve the goal. I agree that the "financially punish the big bureaucracy" approach would be a good one and think this is necessary, even without considering the other issues raised here. It just makes sense
[quote who="kenata" reply="11" id="2778516"]This mentality is awful. It is the same reason why organized got the axe. "OMG, I think this spell is OP, because I use it all the time.[/quote]You have it backwards -- teleport/organized was overpowered so it was used. Any 'must have' feature/trait is over-powered. The game needs balancing. People jump on the current FOTM over-powered feature/trait, then complain when it's balanced, meanwhile jumping on the next-most overpowered
[quote quoting="post"]...Teleport raised to cost 15 - sheesh why even put this as available for starting Sovereign? One imbue and that Sov can't cast it. This is crucial spell or allow the young Sov to roam and able to return to defend those early cities... Organized trait removed. Now the early stack is back to 1 square movement. Sheesh 1 square movement makes pursuing enemies a joke with an early stack...freaking CHECKERS anyone:)...[/quote]These 2 points
[quote who="Malsqueek" reply="12" id="2779395"]I disliked the beta method a great deal. Sure, it stuck with the theme better, but it REALLY hampered the way that I like to play the game, and my enjoyment (is that the right word for Beta?) of the game was impacted because of it.[/quote]That's reasonable :) I don't think any of us advocating this are trying to 'punish' big kingdoms or take away that strategy, but rather allow smaller kingdoms to viable -- we're trying to add a cho