Nenjin

Nenjin

Joined Member # 4198494
26 Posts 474 Replies 15,818 Reputation

#1 sounds like a quick fix that will have a pretty decent pay off. #2 sounds like a bit more work depending on the # and depth of variants. Punching a few different holes in shanty and calling it a new tile is one thing. A whole new set of shanties, huts, ect... is way more work when there will probably be call for a lot of new tile work elsewhere. You also have to ask if there's really a pay off. I know I rarely take the time to look at my cities on the rendered map. I spend most of

7 Replies 4,529 Views

It's a good list. I would tentatively add: -Continue to expand on the content that is already in game. More items, more abilities, more spells, more quests! (Big emphasis on the last one.)

78 Replies 251,162 Views
Reply to World Events in WOM Ideas

I suppose that's easily* doable. The precedent is already there considering we get "st00pid untalented hacks have released D00M into the world" messages all the time. Would also be a place for less generic events, and more specially written ones. * said from a non-coder, non-scripting position.

6 Replies 5,573 Views

Probably not a new idea, but a few random global events would shake up the fairly predictable nature of the game. I imagine these only firing off 50 some odd turns have passed, so they don't cripple new games. They would have an effect and a duration, then expire. Other fun code for it might be events replacing other events when they are called, or some events making other events impossible to happen while they're in effect. Events: Plague of Locusts - 8 seasons. All food prod

6 Replies 5,573 Views

Research balance continues to be a thorny problem. On the one hand, flexibility is always nice. It's nice when a design doesn't put limitations on players like "you can only build 1 archivist per city." On the other hand, the other options don't seem nearly as fun, useful or attractive compared to maximizing your research. It also under cuts the value of resource nodes for research. Couple suggestions I've made in the past that I think still work now: -DIMINISHING RETURNS, INC

90 Replies 178,283 Views

You're confused about how the system works. Notable locations, and your ability to use them, are based on research. When and what level of notables show up are are also based on the tech research of the other factions. In order to get access to those notable locations, you have to research your adventuring/domination tech up. The level of your sovereign and champions has nothing to do with the notable location level of your faction. A level 1 champion can go to a level

1 Replies 2,081 Views

Gonna chime in here. I respect Brad's desire to have an original fantasy world. Any world creator wants that. And while I can understand not wanting Elves and Dwarves....the setting IS generic. The canon races, lore, magic, EVERYTHING....is generic. There are already Demons, Dragons, Giant Fantasy Spiders, Ogres, things that look like Ogres and Trolls... Are undead really where Stardock wants to draw the line in the sand? Because it seems pretty arbitrary, given how Br

64 Replies 134,473 Views

As far as I can, Elementerra works fine with 1.1. There may be some issues with map size and how the AI handles it (I make maps on Elementerra so big my units can't path find their way across it in one order.)

241 Replies 756,139 Views

I saw at least 10 entries on that list I'm either "interested in" or "must have." It'll be interesting to see how many of those games survive the Q1 chopping block.

56 Replies 154,191 Views

I suspect this will keep happening in the future too. Some reported bugs/crashes have come from people using custom sovereigns and factions made in way earlier versions. Because of how Elemental works, that's a recipe for problems, as those older custom sovs and factions call on outdated stats and files. It doesn't say it with every patch release, but it probably should: always delete and remake custom factions and sovs after every update. You may not necessarily NEED to, but given how much s

5 Replies 6,461 Views

[quote who="tetleytea" reply="65" id="2853761"]Civ IV was a huge disappointment for me. I played one game on Small and...there went 50 bucks. Not as big a disappointment as when I bought Supreme Commander 1, though--I bought a $100 Nvidia GTX card and a power supply just to play Supcom. The game ran beautifully after I upgraded my box--I just didn't like the game. Man, that sucked.[/quote] Lol, brutal. Sorry, but I know where you're coming fro

81 Replies 212,704 Views

[quote]I stayed away from Elemental until version 1.1 was released, so I only have experience with the new version. It's not perfect but the number of bugs is not outrageous compared to other new releases.[/quote] Believe us when we say it took a ton of effort on Stardock's part to get it that way. At release it wasn't just a bug here or there. There wasn't one system of the game that didn't have a high profile bug in it. If Elemental were being judged solely on the 1.1, it wo

81 Replies 212,704 Views

Is it one you built after the city was captured? It could also be your target destination was too far away. Caravans need regular intervals of claimed and revealed territory, to plot a path to a faraway city. Having a road between those two distant points might suffice. So if you have two cities on the opposite side of the map, and baby walk your caravan there, eventually it will get there and go "sorry, the path you're asking me to create is too far to calculate with what you're givi

19 Replies 12,127 Views

They need to make it that so that both cities benefit from 1 caravan moving between them. Isn't that the essence of trade? Right now, the city that sends the caravan gets the bonus. If the city it trades with wants a bonus from that route, it has to send a caravan the opposite direction. That's rather silly. Sure, someone should get the lion's share of the bonus, but they should both benefit. If a caravan going between two cities gave the bonus to both, it would effectively do

19 Replies 12,127 Views

One of the worst moves by Stardock, I think, was invoking Master of Magic by name. "Spiritual successor" are their words. Historically, that don't usually work out in the successor's favor. Given that the best parts of MoM (the unique magic system, the vast array of interesting spells, the solid unit and character system) are absent from Elemental in both spirit and substance, and in some cases deliberately so, he should have just left off at "Hell yeah, we love MoM." I know that the

81 Replies 212,704 Views

The listed bonus is the value of the trade route between those two cities. They only get that benefit if there is an actual caravan sent. It's just listing all the routes that connect one city to another. If you sent a caravan to every city and deleted them, it would show you all the bonuses you could get sending one to every single city in your empire.

19 Replies 12,127 Views

[quote]I think this is all part of my bigger problem with Elemental, it seems like most of the effort is going into the magic, RPG elements, and the tactical combat...and much less into the empire building (which is--no surprise--my favorite). This is compounded by the fact that terrain doesn't effect the production of a city in any way. So you end up with a huge map full of nothing, and no reason to place a city in any particular area.[/quote] City resourcing in gen

46 Replies 26,101 Views

Eh? No, I'm saying they're mostly on holiday after the big push, but they've likely been doing something since 1.1. So there might be changes going live between now and January, if it's really minor stuff and someone is still around to roll it into a new version.

101 Replies 215,655 Views

If we see any movement on Elemental before January, I'll consider it a gift, or a Stardock employee with a mostly tested build and tons of free time over the holidays.

101 Replies 215,655 Views

I assumed they'd make it so better units have a population cost multiplier. That didn't happen. A 1:1 ratio is realistic and it allows for serious huge armies. Pop cost multipliers end up becoming, like, WC3, where you never get to build armies to the size you really want. On the other hand, in the game's current state, there's absolutely no reason to need more than 2 or 3 maxed armies, and you'll rarely need even a fraction of that to stomp the AI.

25 Replies 31,042 Views