It really should be possible to specify the starting age of sovereigns in the XML. After all, Mangar is suppose to be OLD, but he is the same age as everyone else in the game.
Gwenio1
[quote who="VR_IronMana" reply="69" id="2812862"]I'm not against this, per se, I just don't see where it goes. So I can turn resource A into resource B. So what? What can I do with resource B instead of just collecting enough to turn it into resource C? Is this the prelude to an actual item creation system? Is there some new economy system we're not being exposed to yet that would need this kind of system to make work? Can we combine resources? Will the resour
[quote who="Tridus" reply="62" id="2812815"] *sigh* No it's not. Simply piling more stuff on doesn't make a better game. It just makes it a bigger game. It's better only if it supports what the focus of the game is. A game like Anno 1404 is focused on production chains and trade. Grafting a super complicated combat system onto that wouldn't make the game better, it'd just take attention away from what the game is actually about. Similarly, something like
[quote who="Campaigner" reply="60" id="2812810"]To begin with, what's "ingot(s)"? Maybe Master of Magics transmuting? If on a 1 for 4 or 5 cost then sure. Could add a faction trait called "Transmute" that increased the trade ratio. Another option could be like the Market from HoMM. The more of the buildings you had the better exchange rates. [/quote] An ingot would be a bar of metal that has been smelted and is
[quote who="Tridus" reply="56" id="2812795"] Maybe we should ask the question first: what is the focus of Elemental supposed to be? Is it a complex city/empire builder that happens to have adventurers, war, and magic as support? If so, then great! If not, why do we want an economic system that would consume so much more time and focus then whatever point of the game is supposed to be the focus? I can tell you that if the game is intended to be about all powerful immortal Wizar
Royalty should be renamed 'nobility' as long as non-sovereigns are able to get the ability.
[quote who="Polistes" reply="9" id="2812757"]Make peace with him. He will be your bitch for ever after unless your military weakens. Or you can make peace, sign a non aggression pact so he can move them when he leavers the city far enough use that curdgens inferno on him. It kills him instantly and no chance of escape. I have used that on factions I am allied with when they started harassing another faction, just cause the volcano to arise under the sov no matter where he is and its all over
1) Install Impulse. 2) Run Impulse. 3) Click the "My Games" tab. 4) There will be a list of games, one of which is Elemental. Select it and you will have the option to install it.
[quote who="Austinvn" reply="34" id="2812652"]I used to like the old multi-step resource system with various levels of refined goods, back when we were talking about local resources you'd have to transfer between cities. But the more I think about it as it would fit into the current game with global resources, the more pointless it seems. As an example (you could apply this to any refined resource), let's just say we introduce a "steel" resource, which requires you to research a technology, b
[quote who="Soletestament" reply="28" id="2812617"]I think what makes having different resources begat new resources fun is the feeling of progression... pure and simple. We want to see our cities go from using Bronze swords to Steel or Adamantium or whatever. But like several people already pointed out, doing that can really make things tedious rather than fun. Why not keep Ore as ore but give research options that improve the quality of gear or what
[quote who="mqpiffle" reply="26" id="2812600"] I get this and agree to a point, but I just believe that I should have a wood resource to be able to craft bows or spears, or stone to build walls, or iron and coal to craft steel plate mail. I'm fine with the individual resources converting to 'materials' in a global pool on a conceptual level, but I would like to think that the horses and wood from my caravans came from * somewhere and something * with which a citizen of mine was inv
[quote quoting="post"]Today we’re talking about different ways we can streamline the creation of resources. A long time ago, we wanted to put in a system where I could mine ore which could be turned into ingots and so on. Basically, one resource being turned into another resource. [/quote] Having lots of specialized resources on the global level is un-fun, but on the city level it can add some interesting options. The current global resource types are about as de
How the game treats moving through cities is problematic. This is just one more reason to change it.
[quote who="Istari" reply="15" id="2812256"]I think that's pretty good, but if you ask me if it's very interesting, or if it's a victory path I'd be excited to try out, I'd have to say not really. We should be able to come up with something better. [/quote] Requirements for a good and fun civic victory condition: - Needs to work for both single and multiplayer. - Must require that player's compete to achieve victory, only they will be
[quote who="Fearzone" reply="12" id="2812172"]Or this: constructing a theater or wonder allows you to produce bards. Bards can enter an enemy city and slowly reduce the loyalty of the city. Once it reaches zero it is owned by the bard faction, though can be recovered through military means. The production of bards should be related to the overall pretige of the sovereign. [/quote] That sounds too much like military victory, as it is "take the other guys' land";
[quote who="RikazeMA" reply="10" id="2811743"]Hey hey, now we're getting somewhere... Well, you guys are getting somewhere. I've done nothing but pessimistically shoot down ideas, and I apologize for that... This kind of thing just isn't my forte. Making the Wonder not be the victory, but turning it into part of the requirement for the victory, is exactly the kind of thinking we, (Read: Everyone but me,) needs to sort this idea out. Here's a thought tho
[quote who="Carewolf" reply="161" id="2811921"]To those talking about hardware: BULLSHIT!!! You know as well as I do, that most of the problems with Elemental had nothing to do with hardware. The problems, was lack of balance, lack of content and great ambitions that wasn't yet fullfilled. [/quote] Lack of balance amd content are not bugs, so your point is moot. We are discussing why they do not work, and not why they are not as good as the classics.
Refined idea for Golden Age Victory: Have a non-accumulating Culture resource. Victory is achieved by having N(%) more culture than any other faction X turns. Having well upgraded cities gives some culture, and unique buildings (especially the Wonder) give a big boost. This also opens a new line of buildings to provide culture like parks, monuments, ect that do not give other bonuses. Possibly other races/alligences could have a "culture resistance" bonus when comparing to s
[quote who="Istari" reply="6" id="2811417"] I see your point and agree with you in principle, that if something more interesting than a Wonder can be thought up, it would be much better. However, I think the reasoning behind a Wonder winning you the game is that it is a declaration of cultural superiority. This doesn't flow very well with the lore of Elemental, but works if you think of it in terms of playing a Civ based game. [/quote] Better than a Wonder would be going all
[quote who="ElanaAhova" reply="4" id="2808574"]From here, it really depends on what opportunities come up. However, almost always: a scribe will show up near your first town, second turn of game. Click on your sov (must be adjacent to scribe), then left click on scribe. You will see an icon with "..." three dots on it. Talk to the guy, and he will join you for free. All the others cost gold. Now you have two characters to move.[/quote] As a note, th
Frogboy did say he was working on the manual at one point.
In the early game, Kindom factions are easier to hold up against because they do not get Sions (other than Sions the game does not get good units till they have catapults). Also, having more AI players helps give you time to get started because they will fight each other. Getting some tech going is very important, because with the right research you can get anything else you need.
[quote who="Gazz_" reply="94" id="2808113"]Come to think of it - what happens when you cast the Spell of Mastery in WoM? What if you fumble the cast? Great cataclysm all over again? [/quote] It simulates the effect of a infinite state probability drive, as the spell can do anything and you are no longer controlling it.
[quote who="Phylast57" reply="2" id="2808491"]4x games (lol not even sure what that stands for...)[/quote] eXplore, eXpand, eXploit, and eXterminate!
1) Make sure your version is 1.09E. In normal 1.09 there was an issue with this. 2) You should just need to have 25 crystals availible in your stockpile with no action needed.