I am all for making a game as realistic as possible. "as possible" are the key words there. I think overall pacing of the game for better gameplay should determine units' speed, and not trying to capture accurate and relaistic walking speeds. Plus we don't know the distance of a tile is. But I agree with you that it seems it takes forever to go anywhere, and by the time I finish a minor quest, years have gone by. For a champion I could see a lot of their life wasted just walking to pl
OutlawDR
[quote who="larienna" reply="31" id="2574556"]Is you have tester if they want to jump to beta 2, they will all say yes because they all want the game completed as soon as possible. So you should really set yourself some objectives before jumping to the next level.[/quote] He said that it also requires the dev team to agree to go to beta 2. So the only thing the beta testers could do is delay the beta, not rush it.
I think we also need to make the distinction between slaves and a conquered people. The vast majority of roman slaves went into labor, however romans routinely recruited units from the people that had just conquered. They were not "slaves" as how we think of them today, since they still retained many freedoms. Slaves as we think of them, don't make good soldiers. Though you can find a few examples, they are exeption and not the rule.
[quote who="vieuxchat" reply="8" id="2573481"]@outlaw : at start the game is challenging because there's great threats. In mid and late game those threats didn't scale. And as you're more powerfull those threats seem less powerfull. So the game need something that would scale up with time. The armageddon counter in Fall From Heaven 2 is a great idea. You don't become powerfull because you want to win, but be
[quote who="Gazing" reply="31" id="2573553"][quote who="=Outlaw=" reply="30" id="2571173"]I know there are going to be muitiplayer buffs that won't like the randomness injected into their matches. Left4Dead sort of solved this problem. For those of you who haven't played it, when you play a versus match online. One team plays the human survivors and the other side as the special infected. The speicial infected try to stop the humans, and then they switch roles. In each round of a match, the t
Epic Wall of text! 5. YES. I always wondered why the rest of the AI just twiddled their thumbs as I go around taking out one nation after another. Once a player gets to a certain size and power that is greater than the next biggest nation by a noticeable margin, then there should be 'switch' in the AI's behavior, and they all gang up on you...HARDCORE...until you are no longer the largest nation by such a noticeable margin. 1. It could spice up the game, but I don't t
Thx for posting this. [e digicons]k1[/e]
You could give archers secondary weapons, as long as it comes with drawbacks. First there is the fact that it requires a lot of training to be proficient with a just a SINGLE weapon. Archery alone can take years of your life to get good at. Then add in some other weapon, its goint to take longer. Second, as an archer, lugging around extra weapons is going to slow you down. Something a ranged unit does not want. Archers want to go as light as possible, in order to maintain rang
[quote who="Cikomyr" reply="27" id="2572233"] I don't see why you can't have both. It could all depend on what you build on it. You build mines, houses and a market..its a "trading outpost". You build barracks, towers and other military builings...its a "fort". Throughout the classical, darkage and medieval times many forts turned into into towns, and towns turned into forts. The distinction on what was thought of as a fort or a town was often blurry. I'd much rathe
[quote who="Tormy-" reply="25" id="2571876"] Quoting Cikomyr, reply 18 Hey. Now that is a neat idea. How about having forts being a potential deployment location for your units? I mean, you could build an addition to a fort, "Military Camp", which would be located in a strategic area. Also, I'd rather have Outposts to be able to collect ressources than Forts. Forts are military in purposes, Outposts are there for supply and ressource in purpose. Inde
[quote who="Cikomyr" reply="23" id="2571800"] I know less about the great wall of china than Hadrian's wall. I know that hadrian's wall was a sting of forts connected by walls to create a very well protected and defined border. THe great wall of china seems more like a wall interconnecting watch towers in order to prevent calvary armies from the northern plains to enter China. Some of hadrian's walls forts were massive, and towns in their own right. Great wall of china didn't seem to hav
[quote who="Cikomyr" reply="20" id="2571205"] Creating walls I mean walls the radiate out past the fort, that allows players to create a hadrian wall type structure. So could have a huge wall with forts connecting them inbetween. This should be expensive and time consuming to create. You'll need a population at the fort, plus maybe a proper "engineering" type building at the fort. Only advance factions with money to burn could errect one. Hadrian wall? What is that?
I'll add in my 2 cents here. There were two ideas I read that I like a lot. Forts that can turn into cities. If forts are treated bascially as small settlements without essense and revived land, then I see no problem with it happening. You would basically just go up to the fort, inject 5 essence into it and now its a village. Let say you could research something call "forward outpost" in the military branch after researching wooden walls. I
I know there are going to be muitiplayer buffs that won't like the randomness injected into their matches. Left4Dead sort of solved this problem. For those of you who haven't played it, when you play a versus match online. One team plays the human survivors and the other side as the special infected. The speicial infected try to stop the humans, and then they switch roles. In each round of a match, the team that has the higher score goes first. Each round is unique and random. However
[quote who="Tasunke" reply="34" id="2570477"]@Outlaw, while I agree that your case for prestige is interesting, Housing should definitely be the main factor for pop-caps. However, housing does just that, pop caps. It doesnt mean that citizens will live there. You need some level of prestige for that to happen. If you have lots of food, and lots of housing, then your people may be prone to migrating to better cities belonging to a rival nation. As in, if Omaha had alot of houses, an
Rigma sounds fine. If I read it a fantasy novel, I wouldn't blink twice about it. Gildar is too typical
[quote who="Frogboy" reply="26" id="2570102"]Great stuff. Let me try to add to all this: 1 . Perhaps we should make food production more like in the original design. That is, food becomes a global resource. 2. Housing is NOT going to go away. For one thing, it's "boring" right now because it's largely just a required step for every city. It's not housing itself. It's anythign that doesn't really provide the player a choice is
[quote who="Tormy-" reply="23" id="2570033"] Quoting Outlaw, reply 22 Housing is then a consequence of your current population. Houses are automatically built, if the population is there. However, allow the player to create residential blocks or zones where housing can be built. Left to its own devices, the population will construct the housing itself. The types of houses could be deteremined by current tech, city level, location, ect...Also allow the player to contruct certai
[quote who="Frogboy" reply="11" id="2569784"]Good discussion. So let's talk about what housing is meant to accomplish in Elemental: The idea is to provide a mechanism of deciding which cities should contain your population. Right now, the weakness I see is that farming (food) is too connected to a given city. As a result, we have the problem where a farming village can't feed a distant city as you would have in the real world. So the question is, ho
Karma point if you know where I got this from. [e digicons]1*[/e] Quest Background [quote]Its been 25 years since the small, rich and prosperous human county of Kyderra fell to the Nevront, a necromantic cult of dark elves . Commanding legions of ghouls, skeletal warriors and lycan, the Nevront quickly laid waste to Kyderra’s cities and
Something new to add [quote who="Frogboy" reply="9" id="2567145"]There will be a 64-bit version of Elemental it appears.[/quote] https://forums.elementalgame.com/378072
I’ve pre-ordered. The most un-fun I’ve spent money on ever ;) (Btw how do you add hidden spoiler text in these forums?) Nixio (human/male/soldier) - "Nixio is an upper class noble and a lo
Maybe go towards a more sim city approach and create residential blocks...instead of actual house structures. Obviously, we don't want to go into as much detal as sim city, but these residential blocks would automatically construct a certain type of house depending on the tech available, city prestige and a couple other factors. Maybe one other factor is where you actually place the block. Building a block next to a mine might only attract huts and other cheaper housing. However, next to a pa
If a turn equals 1 year, than it makes this an easy answer. Simply have Pregnanices and birth occur during in between turns, and only if the champion/soverign is at a city. Keep a constant birth Rate. So if a champion/sovereign has been out in the field for many, many turns, she/he is due for a a twin or triplet inorder to make up for lost time. If you want spice it up a bit, don't have a constant birth rate, and allow pregnancies/births to occur only if the champion/soverign is at a
Heh, this is an interesting thread. I can't believe I haven't taken the time to read it before. It raised a lot of good points I never even thought of. Using Total War's dynasty system as a model, in that game only men could act as general (champions) and the women stayed at the capital...well presumably since all children came of age