Yeah you have to research the food tech in adventuring, then you will find stuff just like you suggested all over the place!
CHiZZoPs
Just like life! [e digicons]:|[/e]
[quote who="Diardiamond" reply="13" id="2836591"] Quoting CHiZZoPs, reply 8Regarding the build queue, I think we need "trade goods" and "housing" ala Master of Magic. Trade goods could boost gold income in the city by a simple percentage, and "housing" (or call it something more like "Development") would boost the city's prestige by +1 while it is enabled. This would go a long ways to help out in those times when we can't afford to put anything in the build queu
Here's my crashdump for 1.09p: http://dl.dropbox.com/u/8947534/Elemental1_09p-2010-12-04T16-14-38-582.zip
Regarding the build queue, I think we need "trade goods" and "housing" ala Master of Magic. Trade goods could boost gold income in the city by a simple percentage, and "housing" (or call it something more like "Development") would boost the city's prestige by +1 while it is enabled. This would go a long ways to help out in those times when we can't afford to put anything in the build queue (or can't/don't want to for whatever reason), and open up a lot more strategies i
+1 Yes this was an issue for me, too.
[quote who="tjashen" reply="61" id="2836022"] Quoting WhiteElk, reply 53 quoting post6. Wolves won't talk to you anymore (I might actually miss this bug). Me too! I thought he was a feature not a bug ;~p I'm gonna miss Wolf talking to me...[/quote] ...actually this just happened to me in 1.09p (not that I'm
[quote who="tjashen" reply="2" id="2836016"] A game slider that controlled how frequent the monsters appear would be nice. That way, those of us who get a kick out of monster hunting can set it high, while others who don't want to be bothered can choose a lower setting.[/quote] Yes. This. There's not reason not to have one.
[quote quoting="post"] 3) Also, when I build something I really need to know what is already built in the city. I not only would like to see the list of buildings but it would be very helpful to know that the city already has a workshop or whatever, so showing that in the build menu would help. For example, it could put a 1 on the selection or something and the tooltip could tell me "You already have one workshop in this city" or something to that effect. [/quote]
[quote quoting="Malsqueek's post"] (A bunch of awesome observations and suggestions) [/quote] Yes! Yes! Exactly what he said! Listen to this guy! Thanks for writing that up so I don't need to [e digicons]:grin:[/e] [e digicons]k1[/e] for you sir! Regarding the build queue, I think we need "trade goods" and "housing" ala Master of Magic. Trade goods could boost gold income in the city b
I've now been "stuck" twice when trying to flee. I get up into the top-left corner and one of my characters is standing on the big rock tile. After they move, I am unable to pass turn, attack, move, hit escape, or anything. Just stuck on my turn with nothing able to be done. This happen to anyone else?
[quote who="WhiteElk" reply="54" id="2835878"]Nice! The heros full stats are displayed! I wonder what other undocumented goodies exist in this latest patch...[/quote] Yes! I was happy about that, too! There are so many small fixes between beta N and P that have already made a huge difference in enjoyment!
[quote who="Frogboy" reply="45" id="2829927"]Here's my list of observations as a game developer on the game and as the lead designer: ***The world is still too bland and uninteresting in general. Need more quests Need more notable locations Need more interesting land tiles - the land is just boring The monsters sit around waiting to be killed The monsters are fairly moronic. The wildlands need to feel a lot scarier. Need a lot better dialog<
This is why we need the equipment to have various advantages and disadvantages for each type of attack, as well as a research for different types of troop skills. That way you could design a troop more resistant to archers. For example, you could research tower shields, and then research a turtle skill or a shield wall skill so that the troop is more resistant to arrow fire (while perhaps being more susceptible to other kinds of attack).
[quote who="alaknebs" reply="5" id="2828988"]no reason why you can't have both in the same hero. either you have the civy xp powering civy side and military xp powering the military side... (ie.. 2 set of xp/levels).. or you just feed xp both ways and dish out lvl up in whichever way the player fancies. no reason why existant stats can't be used to feed the civy side either... eg.. int for research, str for farming (etc, etc.. combos o
Seems like this thread is gathering the posts, so I'll move my comments here. This game is really starting to be how I first imagined it would! It's like a lump of clay that has been worked into shape by a master potter, who is just beginning to add the fine embellishments that will make the work a masterpiece. I love the new: +global mana pool +population as a resource +researching spellbooks (might check spell descriptions; some of the starting spe
It would be nice if we could start collecting our ideas and suggestions in one thread, now that we have a new point of perspective from which to give the developers feedback. If you guys and gals are game, please join me here! This game is really starting to be how I first imagined it would! It's like a lump of clay that has been worked into shape by a master potter, who is just beginning to add the fine embellishments that will make the work a masterpiece. I love the new:
Hey Devs! Awesome work! This game is really coming together! I can't stop clicking "next turn!" Here's a crash dump and debug for ya: http://dl.dropbox.com/u/8947534/Dump%20and%20Debug.zip
AMEN! Hallelujah! Our prayers have been answered! *bows in obeisance*
Kael, Very excited to have you on board! Having things to look forward to makes life fun! I am very intrigued about the community project! Great idea, and would expect no less from a modder of such repute!
よろしくお願いします!
[quote who="NTJedi" reply="77" id="2812259"] Quoting Sherekhaan, reply 25New quests and notable locations... I seriously ca not wait! Thank you frogboy The quests and notable locations are currently designed where they are way too predictable. After a dozen games the player knows exactly what to expect as each quest or notable location begins. The current Elemental design also brings more work for the developers and modders
I, too, like how cities develop and are unique. One suggestion there comes from visiting old cities in Europe. As they grow, they expand beyond their present walls. It would be really cool if when a city levels up, it expands beyond its current walls, so eventually a large city would have multiple layers like growth rings on a tree. I really like the unit create/customization. It's a bit like Moo/Moo2. It would be very cool if more options were added. Once weapons, armo
Errr, haven't you ever seen any sort of chart or graph that has population written in scientific notation? It lists the population in millions or whatever the base unit is. Surely you can imagine this being the case here as well.
With all due respect to Black Knight's sensitivities, there could be many types of teleport, and truly powerful ones not accessible until higher spell lever: blinking (in tactical and overland maps) for a single unit, a short range portal for multiple units; single use spells and long-term portals kept open by mana maintenance; a high-level research into this branch of magic could lead to portals into other dimensions/planes of existence where new creatures, items, settlements might be had (M