Some good ideas here. I have to say that with this last update (although I can't put my finger on why) I finally have that just-one-more-turn feel! This will become even better (hopefully) with the development of more ways for a city to specialize. Great Beta so far!!
pillsbur
Thanks! I was wondering how that worked.
Hi Stardock; I bought the early beta verision of Elemental way back when. But even early on I could tell that my computer was not really up to playing Elemental and so after on beta download I put it on the shelf for awhile. But recently I have bought a much better computer that should handle elemental. Here is my question: If I replace my old computer (the one that I used to buy elemental with) with a new computer, will I be able to download and play Elementa
Hi Folks I don't like the Winner Take All concept either. I think we should embrase the retreat options. Retreat however should be a painful decision to make. But you could also make it a tactical decision if there was an adjustable retreat option (for example: sound the retreat if greater than 25% of our units are lost) Lower defences while retreating, maybe a lower permenant (or simi-permenent ) base moral. The lose of units could be in par
I scanned but may have missed this. If food is a global resource, how will roads interact with this? I suggest that an unconnected city receive food at .50 or .75 the rate of an otherwise connected city. Also farm cities that are unconnected can send off only half of their food (things spoil with slow travel). This allows I think for a modest expansion but still allows roads to be a strategic factor. It would matter if cities are connected and protecting roads
How about snausages?.................no really. I dare you. ;) Normal 0 MicrosoftInternetExplorer4 <! /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table
Someone may have listed these traits already but I didn't see them (there are a lot of good ones out there): TRACKER/explorer - gains one extra tile for line of site on map. It this is too powerful it could be split up and applied to a single type of landform. GREAT LEADER -all units with a unit with this trait gain a bonus to their fighting skills. THIRD EYE- has a 10% to know the nature of a random event a trun or two before it happens. CHARISMATIC
I agree. I loved being surprised by the AI doing something really different. It sound like the mix of maps, races, random events, techs, marrage and offspring decisions, and magic schools and books (not to mention the modable content which sounds like it could change in a way to give you a very different game each time you play. For me, I would like to see a game (I don;t expect this to happen-way to much programming work) where every spell or battle or so on worked t
This sounds great!! It has the potential (as does a number of other things in the game) of making each game unique!
How about Bog Boars? It sort of rolls off the tounge. Also sort of looks like a razorback to me.
I just want to say how much I have really enjoyed reading your posts about the development of this game. It has all been fasinating and I really appreciate the time you have spent doing this for us. It must take a bit of time away for the actual game development to put out the number of posts per week that you manage to do -and again, I really enjoy reading them. It also take time (if your post was not absolutly clear to everyone) to mop up the resulting confusion and quell
Yeah......I want to think its cool too......What is it?
I like this idea!
good replys all!! RisingL -I agree with you about humans and moral complexity. It also seems that "the fallen" (from what I have read so far) may be more morally ambigous than "pure evil". This is fine. It is just not a very consistent theme in most fantasy literature. The reason for this thread was to examine the themes common in fantasy and see if it makes sense to place these themes into Elemental and if so-what might be the best way to do it has game r
Hi Folks snowed in today so thought I would post something here. Of course this is just my opinion, but to me the following list elements are a critical part of most fantasy literature. And to the degree that its possible to do, the more these traits can be applied to a fantasy game, the more likely it will success as a fantasy game. What I am trying to say is that most fantasy stories have certain identifiable qualities to them. Agree or dissagree or ad
Great comments! Especially from Dr Frank and Red. Red (in my opinion) is right-choosing to specialize in a biome should not be all positive. Honing your jungle skills to perfection may not help you much out on the open plains and may actually be a disadvantage. If possible, any advantage a nation has from biome specialization should be balanced with a disadvantage in other biomes (just being not as productive as other nations on the majority of the map might just do
Biomes are large geographic areas of basically the same type of terrain/vegetation like forrests or deserts or mountains. One thing that I would like to see in this game would be the ability to develop a special affinity to a certain biome. Most human culltures historically have been tied into a certain biome. Either through initial trait selection, research, or magic I would really like to see (if they want to go this route over being more of a generalist) fractions ha
I would also prefer that this sort of spell predict random events destined to happen rather than generate random events. One of the neat things that could come out of these type of spells "especially in multi-player" is that someone who specializes in them could then actually trade information of future events for diplomatic good will -"Say, I wouldn't expand in that direction unless you like hot ash". You could also play a deceptive game by building up trust among other nations b
Great ideas for tech research! I like them a lot. As far as trading techs go (as I mentioned in another post -sorry for this duplication) I think it might be best for a traded tech not to influence how difficult it would be to research a lower tech. So for example, just because you were gifted the tech of plate armor, this does not mean you can now easily make chain armor (you still have to research it -or trade for it). Also, it may be interesting if being gif
I love the idea of random and situational techs. I also think that a tradishional tech tree might not be the way to go for this game. There are some great suggestions in this thread already on how to go about this. Here is the one I would like to see (shades of this have already been mentioned previously in this thread.). Each tech should be assigned a tier (how advanced the tech is) as well as a school or color (representing things like farming, mining, military (this
That's right! And with moddable events, you would never really know what outlandish prediction was real or not!
Hi Folks My idea for a spell that can fortell the future does not involve replaying anything. If the spell is cast -you are informed of the nature of the next random event (earthquake, hords of monsters spotted, fire magic is earier to cast during the next 5 turns, ect). At low levels there may be a chance of getting the wrong event (say 10-20%). At higher levels of the spell, you could also know things like in how many more turn will this event occur. Th
I think this could be a really neat aspect of the game. Below are some ideas I had from a longer thread concerning this -it may get a few more eyeballs if posted on this interesting thread. Forgive me if there are a few people out there who will read this twice.: Breeding and social norms: As one Way of making these all-human fractions different- they could have different social norms. for instance: -only males can be king. -only fema
I agree, there is a lot you could do with with and would cut down on micromanagement.
I like these ideas too. It would also be need if some of these things could be overlayed and show up independly of each other- (0.1 chance of underground library x 0.1 chance of getting fertile fields = 0.001 chance of getting both on the same tile). Of course there are some ideas that would be exclusive of others but there is not reason that some of these things cannot overlap creating really rare and special tiles.