LOL! That is very devious indeed. But now the Jig is up. I will be more... something. It will obviously come to me later. It does make one wonder though who wins the bulk of the arguments between the two... ;)
John_Hughes
[quote who="Winnihym" reply="106" id="2604531"]I can see the point of randomly generated terrain causing a challenge to player start position, but I think that's fixable within the random map generator to balance starting positions by checking available nearby resources and having some balance applied there (ie, semirandom maps). It isn't solvable at the global map balancing level, for reasons discussed before (ie, making something rarer just unbalances a lucky start position MORE), but
[quote who="Frogboy" reply="101" id="2604343"]I think there is real value to having the terrain (swamp, deserts, etc.) affect production based on a player's race.[/quote] Agreed. It would seem that this idea, when linked to the recent "Rethinking Factions" thread could provide a more diverse solution to how various "Races" deal with the local environments. It seems a pretty good bet that Wheat does not grow well in a Swamp. So does this little tidbit perhaps provides us a glim
First question. Despite it's possible stupidity... Are Draginol and Frogboy one in the same person? The OP was posted by Draginol and many have answered using Frogboy. On topic. [quote]"So in the Faction creation screen, you would have a “Race” tab where you would design what they look like along with a very
And the reason I was NOT in favor of Bonuses granted to captured Resource Tiles when supplementary buildings are built adjacent to them. Way to wonky to work with any type of Random based elements.
[quote who="Wintersong" reply="8" id="2604288"] It plays too much FarmVille.[/quote] Well that does have advantages Wintersong. Why build a bunch of early Gardens when you can let the AI build a Town full, then you can capture it, send a Peasant or 2 into Garrison it and your Global Food needs are all but looked after. Helps extend the Turns allowed before a CTD as well.
[quote]"If I spend points for equipment of my Sovereign and later I can give him better equipment in game, am I not gimping him in comparison to someone who only buys stats when creating the Sovereign?"[/quote] Interestingly enough that is happening already in the Beta version. Why spend points on a Shield, Sword, Leather Armor and Greaves, when I can pretty much be assured of finding those items on the Map.</spa
GalCiv had the Map reset button built right in. Once I found out about it, it was used quite often. Why start in a crappy system, when a quick CTRL-???(forget) simply built a brand new random system. ;) MP in E:WoM will obviously disallow this of course.
[quote]"Wouldn't it be easier just to have number of people in houses - work force = inactive military? Are you suggesting that only slums provide inactive military while houses provide work force? I don't think having two categories of housing would be a good idea personally if that is similar to what you are suggesting. Also, I don't mind realism in games unless it affects fun factor."[/quote] <span style="font-size: small;
The one true dilemna that allowing for these bonuses to apply is the use of Randomly Generated Maps. Ex: 4 players hit a Large Map, and only 1 of them, within his first 3-4 turns, finds a sweet spot with 3 resources in real close proximity while the other 3 do not find their own sweet spot right off. From that point forward, that game session has already introduced a BIAS against those players and or for the solo p
Research allows for GROUPS of soldiers to be generated/built and at a resource savings too. Have you tried to build a Company of Soldiers yet?
I missed the Poll as well. Also assumed where it might be Posted. (doh!) I did mentioned casually in a thread that I would move on, but that was after Brad's thought here. https://forums.elementalgame.com/380890 #15 But hey, I welcome another Z as I too have seen improvement from 1Z2 to 1Z3 but still cra
With .302 I currently have a re-loaded Game active that has run to 365 Turns . Memory leaks way less. I vote Go!
[quote]"I still (firmly)believe that the Total allowed Negative traits should be limited to -10 points."[/quote]
[quote]"That sounds more like an attempt at mockery."[/quote] You offered a 3 color idea. I offered an 8-bit pallete offer. Mockery? Did you even follow the Link?
Do they ADD or STACK the BONUSES associated with the Buildings?
[quote]"Inactive Military - Can be recruited without impacting a city's productivity Work Force - If recruited will impact a city's productivity"[/quote] Agreed. All I was arguing was the #'s and applying a premise. A game can have a Premise based on RL? No! Slums represent Inactive, Others the Work Force.
Or you could allow each building, after placed, to be assigned a color from an 8-bit pallete. Bit 07 06 05 04 03 02 01 00 Data R R R G G G B B
I don't think anyone actually believes the current 15 points max per stat will survive. It is simply a debuff offset to the Trolls decline. I rarely even see one any more. The roaming Hero packs eat them for breakfast. ;) The map provides (at this point) a Shield, Sword, Armor and Greaves. Why pay for them? Only reason you don't get them is if you pick more than 3 enemies. :) <p
[quote who="Frogboy" reply="10" id="2601782"]I'm almost inclined to go back a different path: 1. Outpost 2. Hamlet 3. Village 4. Town 5. City I am not liking Metropolis either. [/quote] I like what the Boss likes. But I need to know where to look to see these designations?
DirectX Version: DirectX 11 Machine Name: OWNER-PC Operating System: Windows Vista™ Home Premium (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.100218-0019) Languages: English (Regional Setting: English) System Manufacturer: System manufacturer System Model: System Product Name
[quote]"buildings in a city require a total of 1000 labor to be 100% productive, but there is only 900, all buildings produce 90% of its theoretical max."[/quote] That type of process makes assumptions about those, just anyone, are taken out of the Population, to create the decline and thus the hit to productivity. People with very specific training, Farmers, Smithy's, Miners would all come out last. <span style=
Not be difficult but, I get to name my Kingdom, then I name my SOV, then I name every City(Outpost) I place. From that point forward, I look at the Name I provided, check stats to determine the # of peasants I need to attract to get to the Next Level. What true importance does some arbitrary name, given to a Cities current level, have to do with anything. The City already has a name. Whether John'sVille</st
[quote]"how about giving bonuses for certain building groupings within "x" tiles of each other?"[/quote] Although I too like that idea in principle, the current City Building model may make that difficult, unless you allow the " within X tiles" to be large and that defeats the purpose really. To group building well currently requires you to wait for enough Tiles to op
I have gone from 50+ Turns to CTD with 1Z2 to 100+ (limited games thus far) with 1Z3 so things are definitely back on track. As far as the Saved Game issue. I try and save every 15 tuns even with Auto-Save on, as invariably, if the games crashes the Auto-Save are no good (set to 8 Turns) while I can often recover a specific save "T-78" say, that was/is created and then the game proceeds for some further # of