The answer? Lots of Art assets :) basically, have 4 art assets for every "high end" choice. Also, have various robes and normal clothing that increase magical effectiveness. For every Refolded Iron piece of equipment there is a Wizard's Exquisite Robe that reduces mana cost by 10% and increases spell attack by 10%. Refolded Iron helmet(plate), Cuirass(plate), Greaves(plate-mail), Gloves (plate-mail) total of 40-60 or more defense Wizard's Exquisit
Tasunke
A way to handle Experience Points (rather than 50 points per battle) There should be a constant value of experience gained for enemy Combat Value. My numeric placeholders would be 2 x combat value. This experience should then be adjusted based upon number of kills and ratio of strength. However being stronger than your opponent should not cause less experience to be gained, although being we
exactly. Tax Office, Bank, Slums, Estate, and Mansion are all equally worthless buildings. (tax office might have some hidden use). Pubs and Theaters are also underpowered, and the monastery is pretty weak too. I have found that on a Size 5 capital completely devoted to science, Conclave and Gallery can come quite handy ... but only in this situation. You need at least 4 Schools or Universities to make building a Conclave worthwhile. Considering this, its pretty silly how early concla
Okay. Useless buildings : Slums(needs "much" more housing), Estate(needs more prestige), Mansion (needs "much" more prestige, Bank(needs "much" more gold), Tax Office (20% at least), Perfect Features : Food, Villas, Houses, Average Tech Rates, Huts, Forges, Granaries, Barracks, Armory, Refined Housing (tech), Refined Farming (tech) Near Perfect : Unit Training, Unit Design It
OKAY ... can anyone tell me if Transport vessels are currently possible? I kind of Don't want to be gypped on harvesting resources/accessing quests if they randomly happen to be on an island. Therefore, I want to build transports. However, I don't want to waste a whole game trying to get a Harbor city if its currently not possible. Thank you for your time, -Tasunke Edit: Apparently there are no Boats (at all) in this build :(
Well, the faster your sovereign can move, the faster you can win. I think im going to try to make a Sovereign with Max Speed (foot trotter/ globe trotter) just to kill everything as fast as possible. That being said ... my "real" goal is to try to build optimized "perfect" cities ... or rather, 1 perfect cities and the rest of the cities will be support cities. The best city, by definition, meaning to optimize science output, so that I can then slay the entire tech tree, and w
I would say I could sign up for Play-Testing, Idea Factory, and "potentially" a future Art Asset contributor. I think an initial goal could be (by Beta 4) to have an idea of if we are going to modify the game's economics, and in what direction. However, I don't think we should even approach this topic until Beta 3 has started. Why? because by that time we will have a fairly stable economic system, a fair amount of experience with the Global economics system, and
Well, I don't really thing that the economic system needs to move away from global ... however I am more than willing to play-test, as well as determine the necessary out-put values for each important building, ect. All through play-testing and hypothesis of course. Again, if I am able to eventually learn modelling, then I will (try) to create new art assets and monsters. If I create a new monster Art asset, im positive that I will ALWAYS suggest the Stats and abilities of the
[e digicons]^_^[/e] anyways, perhaps this thread should be a good location to post a link to Elemental:EE?
There should be burrowing monsters, that can pop-up behind your front lines. There should be hidden monsters that ambush your units as you pass their tile (and then they become revealed). There should be monsters that can become hidden if they move into their favorite terrain and none of your units are near. (aka hidden bug monster can flee to a piece of forest far away from you units after ambushing, allowing it to become hidden again, and desert monster can flee to a far away patch of deser
First off ... under the current mechanics, Enclaves are too big and too worthless. Increasing a conclave's percentage to 100% science would make it a worthwhile build over a school or library. Same with all percentage buildings, too big and too little gain. I would advise for conclaves to be 25% science and only 1 tile large. Slums are also "not good enough" yet. Slums right now are a fourth the cost (in gold) yet are equal cost in Housing/Squares ratio. This would be FINE if
[quote who="MagicwillNZ" reply="70" id="2590490"] Quoting MagicwillNZ, reply 64 Can't wait for the game to be available already... No. For the life of me, I can't remember why I answered Star Adder in this way. I normally hate one-word answers. Was I trying to be clever? Maybe I was drunk or just an asshole at that particular time. I don't really remember what I disagreed with him about. Huh. The things you write... [/quote] No
I think that there should be the option to EDIT our custom Sovereigns. I mean, if we find out that we don't want a particular thing, or want him to try a slightly different playstyle (but know that MOST options we still want) then I would like to be able to edit the (custom)Sovereign in-between games. Not only would it be better from a "fun" perspective, but also from a testing perspective. For instance, removing Hardy, and re-adding Hardy, to see if it does ANYTHING. apparantly Hardy
I was able to get quite a ways forward. I didn't get to do much, but I liked the pacing. I wasn't defated, merely a CTD while planning my city, after it had grown to Stage 2. I like how population growth has slowed down, makes prestige more important (if town hall equals +1 pop growth per turn)
So ... will beta 1-Z still be released, and how many hours are we looking at? I'll probably be back in three hours to check.
Zones of control should be "like a wall of thick air" around armies/forts (that have the ability). An army can't simply move past such an opponent, if he goes within the opponents Zone of Control he loses all movement points/ ability to retreat until the battle commences (or the next turn starts).
Tarth and Capitar being similar is fine for me. Capitar can be the Diplomatic Beuracrats of the Mainland (including crusades), and Tarth can be the rebel pirates and archers ... similar to renegade banditry and the wilds. The Altar/ Amarian is kind of confusing so I won't touch it at the moment, and Gildar being their own race is good as well. Thats 3 races so far ... although adding in Krax its at least 4 main races. Then for the Fallen, Trogs and Urxen are fi
Well ... I think that units garrisoned in a Fort should have a natural Zone of Control. Armies with scouts (long line of sight) should also have a Zone of Control. City Garrisons, in a city with a WatchTower, should have a Zone of Control. certain units should be able to dodge most Zones of Control. A SuperFort/Citadel with scouts (and army), or a giant army with really good scouts, should be able to use a Zone of Control even against units natur
I personally hope Magnars are kept, I never fully understood Wraiths, and for all I know Wraiths are an alternate sub-race of Trogs or Urxen. I would kind of hope that Magnars are kept separate and distinct however.
good post. Well, I like that Stardock opened their beta in the early alpha, and are handling feedback in an intelligent and controlled manner. I also like the fact that these first few betas are without the integration of graphics so that those focusing on the gameplay are not distracted by graphics, and those focused on the graphics are not (too) focused on gameplay ... but Gameplay comes first, so the first half is really 90% of it. Meaningful and well-thought respon
True. Slight intricacies in choosing Macro Race, sub-race (possibly splinter sub-race as well) ... All under the Species of either Man or Fallen. In this case we have three Species ... Man, Trog, and Urxen. Man has Macro Races of Mancers, Ironeers, and Eastern Men Eastern Men has two subraces, the diverse Amaranians, and the Krax Mancers have Altar and Capitar subraces (with Altar apparantly cross-breeding with Amaranians??), as well as a splinter sub-race of T
Is it possible to have decimals for unit-upkeep? Frogboy's post made me think that a single soldier unit should probably cost 0.1 gold in upkeep, and a party could cost 0.3 (25% discount) gold, and a company could cost 0.73 gold. (27% discount) In this way, a company is indeed cheaper than ten individual units, as advertised in the tech tool-tip. a unit of 50 soldiers could cost 3.5 gold per turn (30% discount), and a unit of 100 soldiers could cost 6.5 gold per tu
I think a single archer could be killed by a single Ninja. The real question is where the equilibrium lies with Multiple Archers vs Multiple Ninjas (if 10 archers vs 10 ninjas, who has the advantage) I also agree that One archer should be able to kill several units if they have an inefficient way to get past the walls (ladders, battering ram) ... however one archer vs two equivalent units + catapult would be interesting "skirmish". Is it possible to have decimal
Elemental Modding > Civ 5 modding by alot. If I ever learn to make models (and animations for models ... is that just cutting and pasting pieces of other unit's animations? or is it a whole other ballpark) I'll probably spend a summer to work on Art Assets. That is, if I ever get around to learning it >_>
Well, Elemental will have an Elemental-Pedia right? Just have a lore section there, with Man, and races of men, and then go into the lore about the various races then. You don't have to go into too much detail during the actual game (or even mention races at all during actual game, just the story part of it), instead it can go in the Lore section of the Pedia. In any case, it can definitely be in the game, it just doesn't have to be "front and center" where all players will se