I had the same issue in my game.
Dagwood
I would throw in some sort of *danger* or *level* indicator (easy, medium, hard, impossible) on the mouse over or click selection so that you don't bring a knife to a gun fight.
Another good ideas thread! As per usual, here's my diatribe. After a couple hours of reading through and thinking about about my beta 3 games, I think I fall in the camp of not terribly ecstatic about the current city building, but think it can probably be salvaged to something fun with some balancing tweaks. I don't fall into the camp of completely reverting to the old "building anything anywhere" as long there are tiles available though...that seems like it would be swinging the p
I'm not sure if this screen shot is still relevant, but it looks pretty "epic" to me. Maybe it will help allay some concern: http://ve3d.ign.com/images/68233/PC/Elemental-War-of-Magic/Screenshots/June-4th-Screenshot I think just chillin' out [e digicons]:beer:[/e] and waiting until we see what tactical combat will feel like would be the most prudent course of action presently.
Zawath - I don't think that is correct. Maybe we're talking apples and oranges, but I have had more than 10 units in an army:
I think that idea has merit Winni. Brad has already said that nodes will affect max essence in beta 3...I'll see how it all feels before making any further determinations on what might work better.
Nice Shard ideas!
Tridus - I'm with you. I wish folks would hold their tongues until they have at least played the tactical combat...this Saturday morning quarterbacking must drive Froggie & co. crazy.
Dr. Frank - I like this idea quite a bit, and think you may be on to something. It also makes intuitive sense to me, and may solve the ESSENCE issue for combat inclined sovereigns. I'm willing to wait and see how the revised system plays out in Beta 3 however; since in order to accomplish this (based on Froggie's latest description of what magic will look like in Beta 3), the following changes would need to be made: Change ESSENCE back (to a happy medium) and make it re
OMG - you make some good points, and I think offer some nice constructs. I had assumed these types of balancing issues would be worked out closer to "gold", but I could be wrong.
Ace, Check out the [.804][Feedback]Brutally Honest Feedback: Magic and beta 2b thread on some ideas that have already been discussed. You'll have to filter thru the ESSENCE & MANA points though. I like several of your ideas, but I would tweak it a little by saying a spell can be cast from a scroll w/o knowing the pre-requisite,
I personally can live with the existing implementation of Prestige without a happiness measure. I think it may be a little simplistic, and I'd have gone a different route if left to my devices; but a well understood simple system is better than an overly complex kludge. That said, I would have made Prestige and Happiness separate but related constructs. Something along the lines of: Prestige: Controls the population flow to/from your settlements the same way it
After reading thru this entire thread and doing some additional thinking, I've tried to organize my thoughts. There are so many GREAT ideas in this thread it took me all day to digest them. I'm not adding too many new ideas here, but did want to support the ideas I truly thought would add fun factor to the game. In keeping with the original definitions for stats (ESSENCE, MANA, WISDOM, INTELLIGENCE) as closely as possible, here's what my preferences are, apologies for the verbosi
Vermillion et al - Some REALLY great ideas already in this thread. Here are a few more I had posted in Brad's Sunday Morning Thoughts thread pertaining to Magic/Spell Research: Spells: I have to confess that one of my least favorite parts of the game thus far has been the spell system. How it all functions in conjunction with a sovereign's mana/essence and int/wisdom stats seems like something of a kludge at the moment. I have been more
Pyro - I was thinking of this exact (or slight variation) solution. A max mana = wisdom * essence is a really, really great idea.
MadMagus - you're a man after my own heart. I really like some of your ideas and think they would effectively solve some of my issues/pet-peeves (or replace my proposed solutions) I'd give you some karma if the thread wasn't dorked! [e digicons]k1[/e]
Frogboy, First, let me just say, I think you guys are doing a great job with the game. I consider myself very fortunate to be involved in the beta. I think several folks have already thrown out some really good ideas for most of your points, so I won't spend lots of characters regurgitating them. Interesting choices: I really like the direction with city founding from pioneers/packs vs. expending essence & that essence can be use
I just had another decent thought that I think would add a lot of flavor and uniqueness to the game. There could be a few un-destroyed temples or statues dedicated to old Titans or King/doms that could add prestige or bestow a special benefit to a town that was founded near them. Also a couple more mounted resources that I haven't seen mentioned: Mammoths & Mastodons & Tigers/Sabertooths
Frogboy et al, Here's my $0.02 - #1) I like this concept a lot. Like was mentioned previously, auto upgrading of several buildings would be nice to see too. Something like a study, a library and 2 schools to a university. Or 4 houses to a "neighborhood" with extra max housing. I think that there are even some really unique configurations that could be thought-up. As for your specific points: 1-1) Farm\Gardens - Windmills\wells, silos\granary, ranch\herdsman, mark
Frogboy et al, Longtime listener/reader, infrequent poster here. Lots of ideas (and rants) being thrown about. I like some, don't care about a few, and think most depend entirely on your implementation. I'm actually really curious why you've thrown out the real time aspect of the tactical battles. I can't say that I have a strong preference here, but the real time aspect definitely made me consider the game more unique. Something about the implementation must have been causing
Loading this saved game crashes to desktop. Link directory contains dxdiag, debug.err, crash zip file, and saved game file.
On further inspection, this is indeed the case with the Refined Farming tech. I still think some sort of notice to the player would be useful here. On the Entertainment tech, I was mistaken. I had conflated the Hospitality and Entertainment techs. Both appear to be functioning correctly, so kindly disregard this bug.
This may be the case with the Refined Farming Tech, I wish there would be a delineation of some type (e.g. Refined Farming I, II, III, etc.), but this doesn't make sense, nor seem to be the case for the Entertainment technology.
The Refined Farming and Entertainment Technologies are returning to the choose-able Civilization tree techs after chosen. Playing as Altar. Sorry don't have saved game with issue, but link to debug.err file is under my previous post with 'Crash to desktop' heading.
The Refined Farming and Entertainment technologies continually return to the list of choose-able options/techs. Sorry, game crashed before I could save the game. However, previous post on crash contains the debug.err file.