[quote who="stax77" reply="137" id="2752772"] Stardock, are you going to implement anything like the above, or should we just forget about it? I dont mean this in a rude way, I mean it as far as licensing goes and all that. You know, i was thinking about this the other day. If stardock simply copied all of the spells from the MoM spellbook, they could be sued low and high. However, what if a player made a mod that implemented the MoM spellbook into Elemental after the gam
Vhorthex
[quote who="No118" reply="2" id="2752791"]My question is why WOULD you pick more than one spellbook? Since a lot of the spells are just the same spell with a different effect slapped on there doesn't seem to be much point picking up the other spellbooks when those points could be used elsewhere. The only real reason to get multiple spellbooks is to cover you in case no shards of your selected element are near to your starting location... only shards don't work at the moment anyway.[/quote]</p
(SEE REPLY #40 for more detailed suggestions and ideas) First thing, I know Elemental is not MOM... Moving on... Currently when you design your Sovereing, i wouldn't see why you wouldn't want to pick all the spellsbooks? I would of liked for Elemental to perhaps have a tiered system for spellbooks (a la mom). Or something that depending on how many point
[quote who="Supronar" reply="2" id="2752396"]Yeah, it's one of the few things right now that helps cities have their own personality.[/quote] IF they are next to a Strategic Resource, or else... they have no personality. :) [quote]I agree. Seems like nearly every game does the "1-tile" city style, and it's very refreshing to get to see your cities actually grow on the map. The system can definitely be tweaked, but it's a fresh take on city building in TBS games.[/quote] <
[quote who="solidsmooky" reply="90" id="2752729"]Pah... adding features that make the game better? No.. tis trivial. Let us keep this same boring and soulless world. The nerds and fanboys decree it so![/quote] What would be the point of adding XYZ features, if the AI dosen't even try to win the game? I mean seriously. I'm not for them adding new stuff until the basics work. It's grand that music will now play in tactical map, but... yeah.. I said it already. &n
Where are the patch notes!? OMG, get out of IRC, my proxy servers at work prevent me from connecting. Get back in here! *Shake fist*
[quote who="CHiZZoPs" reply="127" id="2749766"] Also, I was looking for the spellbook for MoM... [/quote] In case you were still looking. In nice PDF format :) http://www.abandonia.com/files/extras/25935_game_extra_1.pdf I was lucky to get MoM before that company started redistributing it digitally. If I could find my original box I would cry though... I mean... I bought
Competitive TBS.. how exciting... "Here is Lord_Destrucktion, he's opening his city buildnig menu... oh going for a shanty... NO! NO!!! Building a Money Changer! WOOAA!" "Now Elementalist_586 is moving his army 2 squares north... done... fiou... Oh... he's done with his turn? NO! Realized a Pioneer was sitting there for 2 tunrs! What a great faint!" *Crowd goes wild*
[quote who="howell_6_2000" reply="32" id="2750719"] Don't understand this statement? Been playing the game for many hours a night since the Monday before release. Yes it has some bugs? Is it unplayable? No.[/quote] I made an analogy about this very problem. Let's say you are playing a computer chess game. The AI can move it's pieces, turns work, the basic mechanics. But, the AI's tactic is just to move it's pieces to your side of the board. It won't try to take
@ Sagittary Alright, [quote]What I'm saying is that yes, Civ-style works. The humour bits were suppose to be humour. However, while it works for Civilization, it does not work for Elemental, a fantasy game. As much as it would be nice to represent a bit of realism (however you want to mimic it), ultimately, Elemental is a work base on fantasy. And while we can apply -some- realism to the game, we can not apply pure realism to it. Look at the arguments on champions - in no way
I had to use opera, but i'm just happy it works now. :) Thanks for everyone who gave advice! Cheers, V
[quote who="Baleurion" reply="67" id="2752041"]Quoting Vhorthex, reply 56 I really have no care for FPS in a TBS game. I mean it's more comfortable to move the camera around. But It's nothing I can't deal with. I'd like to see you say that when you get 5fps, like i do when viewing a city. Its more than uncomfortable, its unplayable. Every mouse-click has to be choreographed in advance to avoid the game going nuts and placing 3 duplicate buildings all ove
[quote who="kenata" reply="6" id="2751823"]I really wish caravan's would trade other goods.[/quote] It's rather senseless that it increases food production. If anything you would think that it would need to be linked in order to receive it's food. Rather then increasing the production of food in the target city... O_O Anyways, I'm not debating the game's logic anymore, I'm an old man who likes his oldschool 4X games. And I guess times are changing. :/ </p
Massive expansion is always best in most 4X games (with variations based on difficulty). [quote]There should be an hard limit on enchants,[/quote] Essence = Maximum # of Enchants [/quote]You have to defend them all, that is one downside. Though if you have enough there might not be anywhere outside of your area of influence for random mobs to spawn lol.[/quote] I would suggest just funneling all your caravans to your capital. Then welcome 500% bonus food
All my head bashing about stuff missing in Elemental that is present in MOM got me thinking... combined with this thread. I'm playing the wrooong game. ;) MOM all the way! Make sure you have the patch 1.3.1 for maximum enjoyment :) Cheers! V
[quote who="OMG_pacov" reply="50" id="2751677"] I assume you experience slowdown now, right...[/quote] Actually, I don't. Let's define "slowdown". I do get poor FPS if I try to view big cities or attempt to zoom out in 3D Map mode. Simple fix, set Cloth Map treshold at 86%. But my turns never get long and I got up to 380 turns on large maps. Wasn't really noticeable. Compared to round turns for games like Empire Total War, barely noticeable. I really have no ca
Hopefully there are more AI related changes to 1.07. For as it stands there are so many issues with the AI that it makes playing SP games purely experimental. Things like infinite resources and Factions declare war on you (or other factions) without ever sending a single army for 100's of turns. That and the fact that it seems the AI doesn't even try to win the game. I mean it makes the whole thing very trivial, and borderline pointless. Sure I can play the game and ignore this, but I mean I
Hi Sagittary, Although I respect your opinion, and agree with some of your ideas. I have a feeling that you are arguing from both sides of the fence at once. You'll make real world comparisons to proof your point, then you'll say that real world logic does not apply. I mean, you can't have it both ways. Well, actually you can if you want. But I think I'll abstain from debating any further. :) In any case, I guess I did have a skewed perception of what elemental is and will be.
[quote who="charon2112" reply="24" id="2751272"] I know you can, but should you? EWoM should have a system in place where you benefit more if you don't build cities in the middle of nowhere. And the AI should follow that as well and not just place cities willy-nilly all over the map. Better placement of resources and more resources would help.[/quote] See that sounds like a good idea! Currently I think that level 1 cities don't cos
@sagittary [quote]Again, it's not that the Civ system is bad. It isn't. I just think we can come up with a system that works for the intended game play and aesthetics that Elemental is trying to achieve. And at the same time, we also don't want to use a system to fix a small issue where a small adjustment will do. Making food plentiful and terrain resource-rich just to get rid of a 'feeling' doesn't help; we need a fix or a system that works to enhance the aesthetics, not spite them.[
[quote who="charon2112" reply="12" id="2750937"] The way Elemental seems to have done this is by making generic land tiles pretty worthless, with a few special tiles aroung which you should build your cities. I think Brad's saying that in GC2, he didn't need to worry so much about that, because you can't create a city just sitting in space wherever you wanted, you had to colonize a planet, so they can control where you place your 'cities'...[/quote] Thing is, given the fac
[quote who="Nick-Danger" reply="13" id="2749417"] Edited to add: I suppose one could argue that the Key Features promises SP _or_ MP, not both, and since we have SP then that promise is fulfilled... [/quote] LOL! You sir, have made my day! Cheers, V.
[quote who="Nedryel" reply="12" id="2750478"]AI is good, [/quote] Basing myself on more and more posters, it appears the AI dosen't try to "win" the game. It will expand like wild fire, start producing like mad, then start having wandering stacks in their land. :( I hope this is a rare occurrence, or that the patch will address a bit of the AI's disinterest in winning the game. Imagine playing chess against an AI that just likes moving it's pieces around. Would be sad ;)
@ sagittary [quote]At the moment, food is the limiting factor on empire growth (no food, no level 2+ cities, no certain buildings). Being able to produce food within the current game environment means that you can readily have level 2 cities at will along with the handful of food-requiring buildings. You're right, this would re
[quote who="Archonsod" reply="3" id="2750771"]I actually prefer having to have cities next to strategic resources. It makes sense - you don't generally find people sticking down cities just because there's space there. Plus having cities few and far between keeps with the post-apoc atmosphere. Though the generic city issue is a problem. I think this is largely because you sometimes have to stick a city in the middle of nowhere simply to keep your borders contiguous due to res