The friendlier cousin to the Demandobots https://forums.elementalgame.com/404518/page/1/#2876891 This thread is dedicated to balancing suggestions that enhance gameplay, not strip it of interesting/fun features. AI suggestions can go to https://f
DalamarNZ
Obviously making babies while both of you are out and about is a difficult affair - days on the road can really tire you out, and the less said about tight riding trousers the better. HOWEVER, what if a new action become available if both husband and wife were in the same city to focus on making an heir? That is, when they are both in the same city (not just same square, lets have some decorum), a new option comes available (just like "trade' does when two characters are adjac
When customizing a sovereign, I do find myself inclined to take certain traits and weaknesses (I may intentionally not of course) and most people I talk to seem to have the same opinion - there are "got to have" traits and "got to avoid" weaknesses based on their number of points . There has already been some revaluation in the past, and some squishing, but I wonder do others feel that the current ones are sufficiently balanced? Or in other words, are all the d
While 1.1 has issued in some nice changes, it seems most of the playable characters and factions are still unbalanced. When I pick all the AI to play against, certain ones regularly seem to dominate (and others get squashed by the other AI). Of course, I am coming from the perspective that all opponents should start equitably, so if you disagree then this is not a thread for you!! :) DEREK/BRAD - I've previously proposed volunteering to freely work on
[quote who="heyhellowhatsnew" reply="62" id="2846318"] Just get rid of it and make it so you can design female and male people to fight. We need feminism in Elemental! [/quote] I agree - at a 0 point option, so effectively assume that everyone gets it so to peak. Then for Aesthetic reasons, if someone wants a male-dominated or female-dominated army/society then they can have one, or a 25/75, or 50/50 one, etc. So just make it a option for units :)
Mine always does - but sometimes it can be quite far away. Try going to the cloth map and scrolling out.
Similarly, Have weapons and armour scale in the same way - so either you can be +5/+2 or +2/+5, at the same cost. Have all AI have an equal starting chance - certain current pre-gens tend to always dominate in my games. Balance actually enables a lot more choice - once the basics are balanced then you have a range of modifying options. If one pregen has way to much essence to begin with, then if you "double everyone's mana" or any other
[quote who="eddieballgame" reply="22" id="2782552"] So...nothing on MP. Hope I am mistaken. [/quote] Fixes to the core game are fixes to MP as well.
Hi, Well, feel free to use custom - but the balancing is not just for players but also for the AI. When I pick all the AI to play against, certain ones regularly dominate, and other ones regularly get squashed by the other AI. I think balance among current abilities should happen before expanding them - although both at once would be good too!
Looks good! But please remember offers from people to help you with this - when I see "minor balance tweaks" I am little concerned as I see balance not mentioned again on this list. And I dont mean huge overhaul changes, as you've got them in mind, but small things that make a huge difference. For example, we now have pre-gen sovereigns, still unbalanced, running around with abilities that new sovereigns cannot have! Brad, please see: <a href="https://forums.eleme
Look forward to it, and commenting on it. :)
[quote who="Ausland" reply="228" id="2781032"] I've stopped building pioneers, I just follow the opponent's pioneers around, and then take their new settlements. I also find that at the beginning, its pretty easy to take an enemy city. They are usually lightly defended (if at all). [/quote] And not just pioneers. You can take all an opponents cities and then just follow their sovereign around, who will go and found a 'first' city again and again - last game I
[quote who="BlackRainZ" reply="211" id="2778778"] Actually this depends on if the child gets 50-100% of your sovereign at first level or 50-100% of your sovereign at whatever level they are at. If it is 50-100% of whatever level your sovereign is at then your child is going to be a lot more powerful then you. [/quote] Or possibly what you were when the child was conceived. Sure strength might be in your DNA but perhaps Essence (which is transferable)
Yep, if it weren't for the inherant inefficiencies of the marketplace we'd all have leg of bear for tea.
Definitely! [e digicons]:grin:[/e] Another alternative is a CIV-like Forbidden Palace, etc, which makes the calculation (lower distance of capital/palace) / XY. I guess in the end I personally dont want to stop city spam per se, but I want to see it be one strategy option, rather than the main/default strategy option. Similarly, people right now can really focus on one tech tree, or spread it around. If the only way you could city spam was with <
[quote who="nikmesh" reply="26" id="2779951"]You'd expect a high end spell to be capable of teleporting armies across the world in an instant. A spell of this power at level 1 is a bit much. [/quote] Definitely And Teleport actually requires some high level AI coding too - it's such a versatile spell and all. If we have 10 levels of spells, then, as I have above, why not spread it out?
[quote who="Robert Hentschke" reply="23" id="2779535"]Some crazy stuff there and I'll mercilessly steal everything useful. [/quote] Well, not that crazy if we REALLY want magic split along elemental lines - enough with the half-attempts! :)
Having outposts instead of cities by itself does not "fix" spamming (read above) However, rather than 10 cities, it could be 3 cities and 7 outposts... with outposts being a lesser version, less permanent, etc. Combine that with a scaling cost. (e.g. reply 3). Maybe outposts are cheaper to make, but harder to maintain. Early spammers can get out fast, but then their economy half-collapses, and their people starve as they are shipping it around t
Id' say the idea is to give people the choice to or not, but that there are consequences for either choice (rather than browbeating them into not doing something). If someone wants to build cities close, with no benefit, and then spend (waste) techpoints to reduce the cost of those cities which provide little benefit then let them! Note, none of the above enable you to break the 5-square rule! Anyway, sometimes resource distribution and landshape determine dist
[quote who="Aniaas" reply="5" id="2779597"]and another point - if food became scarce i.e. -ve amount - wouldn't the people just buy the food off of the merchant before he sold it to whom so ever? why would they starve if the merchant is selling food? [/quote] Um... who do you think the merchant is selling it to to begin with? And you can sell iron and materials, just not to your own people (who instead just build using them - rather than buy then build - those arcane
All interesting ideas. I'd tend to place balance ahead of style - but yes, having earthwalk just for "earthy" resources was the plan.
I can not see it is too problematic. There are 2 ideas here - outposts to supplement cities, and to substitute for cities. Subtley different. I would see an outpost is there to lay claim to resources. It's not a fortress by design, nor a growing-city. So let it have access to upgrades appropriate to the task (e.g. materials, but not arcane research) but also to it's own defence. So it would need some duplicate coding to cities, but with limitations bu
The scaling is perhaps better to be connected to maintainence than construction Training pioneer #1 and pioneer #9 is much the same - same gear, etc. But if maintaining units/cities increases, then that works better to spread out city spam. Now losing a city isn't a killer on these counts. HOWEVER, I do like the outpost idea - a basic 1 square ring, very limited range of improvements (walls, tower, etc), and limited range of training options.&
Perhaps they are kicking off sales by SELLING the food - raising money for the kingdom? The materials cost just pays for their shack.
Scaling can of course be either Linear or Exponential Exponential works well to make early growth easier "low cost for first few then large increases" eg - (Citynum-4 (min 1)) squared gildar per turn. Linear works well for longer games, as it makes growth early-on hard, but late-on easy (as you have more gold, etc). Then for possible technologies: 1) Provinces - the skill of managing provinces, parts of your kingdom that are semi-independant, is a tas