John_Hughes

John_Hughes

Joined Last seen Member # 704682
50 Posts 1,223 Replies 12,490 Reputation

[quote who="Blaze of Glory" reply="20" id="2662234"] Quoting John_Hughes, reply 16 Quoting Blaze of Glory, reply 13 Quoting John_Hughes, reply 12The multiple Turn Raze idea has issues based on "what happens" if the owners do return, but not for 3 Turns. What is lost? Su

23 Replies 22,769 Views

[quote who="Blaze of Glory" reply="30" id="2662217"]Ahh, the magic system is broken as Raven X used all his essense and was betrayed! Well, good news anyway![/quote] John sends Raven X "10 Essence" points to keep his spirits up. I will add that 10 points on my next level up. :)

54 Replies 135,472 Views

[quote]The Heirgamenon is not the manual."[/quote] It is a compilation of those beings that live and roam the World of Elemental. The manual should be the game rules...

68 Replies 117,804 Views

Happy Birthday Brad! [e digicons]:beer:[/e] At least now, with no 2B Thursday release, I have a reason to have a Beer (or 10) ... twitch twitch [e digicons];P[/e] [e digicons]:S[/e] [e digicons]o_O[/e]

18 Replies 61,121 Views

[quote]"In our opinion, it is more important to encourage acquisition of original game copies than to punish those who play pirated copies."[/quote] Does that read sorta weird to anyone else? Intrusive DRM only punishes Buyers, the Pirates always find ways around it anyways.

36 Replies 177,414 Views

[quote who="kryo" reply="2" id="2661909"]Not today.[/quote] And with those simple words were dashed the dreams and hopes of a whole Gaming Community! [e digicons]X([/e]

54 Replies 135,472 Views

[quote who="CdrRogdan" reply="17" id="2661884"]Prestige -IS- only related to population growth. [/quote] There was/is talk of having cities in close proximity between players that have vastly differing Prestige levels causing Population to move from one to the other. That still keeps it in a relationship to Pop growth, it just may not be your City that grows, if folks

26 Replies 6,529 Views

I am not 100% sure but I have seen the prices of hiring increase in seemingly direct relation to my SoV level gains. I had one Hero in my area and noted the cost to hire. I hired another, then fought and leveled and found the other one again. Cost was up 5X from our first meeting. The only change I had made or seen was my Level. I will test again but current Hiring costs quickly get ridiculously high, ridiculously

8 Replies 8,576 Views

[quote who="OsirisDawn" reply="6" id="2661619"]I thought that whats prestige for?! Positive prestige = people are happy = city grows Negative prestige = people hate the city = people look for greener pastures. It is much more streamlined, but i like it much more then Civ convulted mess.[/quote] <spa

26 Replies 6,529 Views

[quote who="Blaze of Glory" reply="13" id="2661782"] Quoting John_Hughes, reply 12The multiple Turn Raze idea has issues based on "what happens" if the owners do return, but not for 3 Turns. What is lost? Surely, each Turn would Raze some portion, 1/3 of the City. Currently a City is one (1) unit. It would require that mechanic to be changed to facilitate the Muti-Turn Razing. Doable? Doubtful at his point. One idea could be that to Raze a City requires the enemy t

23 Replies 22,769 Views

[quote who="SirPleb" reply="395" id="2661164"] Quoting John_Hughes, reply 391 On a related note, I think that defenders should almost always have a slight advantage (possibly more than slight due to terrain, walls, etc.) Given a situation where everything is equal (unit strength, inherent and strategic value of a tile, etc.) the balance should be such that it is not worthwhile to initiate combat. This delicate balance which slightly favors non-attack is one of the things which

469 Replies 1,484,144 Views

[quote who="DrGuppie" reply="1" id="2661725"]I'd also like a way to see the list of quests that are active and those that are complete. To keep with the book theme they have going on (and maybe I missed it), there could be a Table of Contents page.[/quote] There is already. Click on the NEXT PAGE icon, lower right corner, of each page. Each Quest has its own page in the Book.

8 Replies 1,305 Views

The multiple Turn Raze idea has issues based on "what happens" if the owners do return, but not for 3 Turns. What is lost? Surely, each Turn would Raze some portion, 1/3 of the City. Currently a City is one (1) unit. It would require that mechanic to be changed to facilitate the Muti-Turn Razing. Doable? Doubtful at his point. One idea could be that to Raze a City req

23 Replies 22,769 Views

[quote who="Ron Lugge" reply="66" id="2661119"] but it was the only game in the last dozen that I found so much as ONE iron outcrop. FYI, it was only one map -- they're using a static map for the moment, not a dynamically generated one.[/quote] So when I change the Map size, beyond "Test" and the Continent type, with or without

84 Replies 303,483 Views

I guess we could use the Dynasty system and have the ability to create Married couples from the Recruited NPC Pool. Currently I recruit a female NPC, and some of them come with the Marriage (Ring) icon/property. Why not extend that out to the recruited NPC's, thus expanding the Dynasty game play mechanism greatly. Take f

13 Replies 51,469 Views

It is hoped that the Adjacency rule will be somewhat implemented in 2B. That way we can better access what fits best where and how best fit ideas like yours into the Cities we will build. P.S. So that Painter dude does strictly Exterior work then? [e digicons]:-"[/e]

14 Replies 64,790 Views

Pioneers can harvest food related resources with no distance restriction. You do however take a 50% production hit until your City gets in range. Shards can be captured as well from a distance, but you do not get credit for them until the city is in range. (3-4 tiles I believe) Many resources require a Town to capture (Oasis, Scenic View being 2 I remember) and the game usually tells you that if you click the

12 Replies 1,372 Views

[quote]"On a related note, I think that defenders should almost always have a slight advantage (possibly more than slight due to terrain, walls, etc.) Given a situation where everything is equal (unit strength, inherent and strategic value of a tile, etc.) the balance should be such that it is not worthwhile to initiate combat. This delicate balance which slightly favors non-attack is one of the things which makes strategic play more satisfying."[/quote]<

469 Replies 1,484,144 Views

I have had this happen as well. It appears that the end of the Turn, the one that the Hero dies, doesn't actually End until the Leveling up action is completed. It should be considered a BUG and fixed but am unsure exactly how that mechanic works at this time. It does SUCK , at least the first couple of times, to think your whole crowd

1 Replies 745 Views

[quote who="tejondour" reply="16" id="2660677"] So I'm curious: there's a real-time component to Elemental with the simultaneous turns, and it handles fluid movement within a tile. Can the turns and tiles be removed completely by a modder, turning it into an RTS engine?[/quote] Elemental runs on a RTS engine. but I would direct you to this Thread. <a href

47 Replies 94,568 Views

[quote who="Autarkhos" reply="8" id="2660315"] Quoting John_Hughes, reply 7A SoV has Magical powers that are passed on to the children, they mature quickly, then have long prosperous lives... Eh, I'd rather we were just the special ones, to be honest.[/quote] Your Offspring already have "Essence", the special component. <

11 Replies 1,604 Views