[quote who="Frogboy" reply="5" id="2680718"]I love modding but I'm not convinced they can move units. We'll see. Essence = mana cap. Nothing more or less. [/quote] Actually I bought Medieval2 Total War just for the Third Age (LOTR) mod... And, NOOOOOOOOOOOOOO on the Essence = Mana Cap ONLY! There are way too many good ideas floating around on some threads on what Essence could be. Essence was one of the distinguishing mechanics-- you might as well j
LeBlaque
[quote who="Frogboy" reply="1" id="2680587"]Yea, the plan was to divvy out experience by the level of the units. That is, the higher the unit, the more experience they gain from the battle since they probably did all the real fighting. [/quote] You said "was." That is probably a good implementation otherwise I'll just have my scribe follow around Aragorn and become a gladiator without ever reaching for his dagger. Experience is "earned" not "watched."
Actually, I very much like this idea as it is consistent with the recently implemented Pioneer Kit. I developed a "Super Pioneer" with good speed to move quickly around the map. I very much like that fact that you could develop an Assassin Character by attaching a special kit once the Assassin's Guild was built. Not so sure I agree that it can be built anywhere in your kindgom as opposed to just within the founding City, but fundementally your idea is great and should be eas
Attached is the offending file: http://dl.dropbox.com/u/8940115/Elemental0_806-2010-07-13T18-28-56-208.zip and crashed again: http://dl.dropbox.com/u/8940115/Elemental0_806-2010-07-13T19-05-45-851.zip
After being defeated and starting a new game (within game), the Sovereign began with these goodies surrounding him: http://screencast.com/t/YWM2N2ViOTQt However, these goodies did not appear on the Cloth Map as shown here; http://screencast.com/t/MmMyODk2OTY I had to unload the game to desktop and restart the save. Once this was accomplished goodies appear
Pretty self-explanatory. http://screencast.com/t/YjJmZWJlN2
Conjured units do not appear in the quick selection GUI in upper left thus making it difficult to hunt them down: http://screencast.com/t/YWUwODBm
The noted conjured "Imps" in the screenshot cannot keep dropping out of autoexplore and, in the instance noted, cannot be re-initialized to autoexplore despite repeated clicking. http://screencast.com/t/MGE1NWNjZT Save game with this state attached: http://dl.dropbox.com/u/8940115/autoexplore%20bug.EleSav
A lot more ideas presented in this post related to Essence: https://forums.elementalgame.com/385950 -and- https://forums.elementalgame.com/385572 Clearly there is some sentiment that Essence has yet to find its niche. From my POV, it is a distinguishing game mechanic that has yet to be worked out well. I'll be self-indulgant :P and cc: here my
I had this too in less than 200 turns. I figured it was just a placeholder so didn't report it.
Might I suggest then that the mouse-over notifcation and the bar graph indicating level 1 (in the screenshot) be removed for these unit types as it is just confusing otherwise...
Have posted a number of different examples of food not displaying and/or calculating properly including this new iteration. http://screencast.com/t/OGUyNWM1N2
The Troop Roster is not accessible to edit certain units such as that which is shown in the following screen shot. http://screencast.com/t/NmU5YTk2YTE
Picture is worth a thousand words.... http://screencast.com/t/MzU3NGJiZTg http://screencast.com/t/YWNhOWM1
You get the idea.... http://screencast.com/t/NmU5YjRlMGYt
The attached screenshot shows a "spawned" Champion as a city-upgrade selection. While this Champion is allowed to shop at the city's stores, it is NOT allowed to equip the purchased cloak. Either allow such purchases/equipping or deactivate the ability of such units to access purchasable goods. http://screencast.com/t/YTgzNmE5NDE
[quote who="Anomander" reply="20" id="2678663"] ... unless of course SD are going to do a ETW on us and release a BETA game and Patch it to a usable game over the next 6 months. It has potential but its not quite there yet! [/quote] While I share the concerns of posters believing time is short to get all the game mechanics/balancing/"funness" down, and am willing to admit it is speculative, I do NOT believe SD will release a program in "Beta" form
[quote who="Frogboy" reply="17" id="2678999"]The map generation, that got handed over to my AI in beta 3, has gotten updated dramatically to help seed the world with lots of interesting resources of various kinds of various rarirites with some certainty that there will be a few near you. Now, in some games, you will be better off going down the diplomacy route because there are resources that give you influence points that you can then build improvements that magnify that influence whic
While playing with 3A I thought this thread was worth revisiting. It is quite frankly not very intuitive to have many statistics that round off to the tenth decimal place, particularly when it is rounded to a whole number in some screens (e.g. Food at the top), or the actual calculation's impact is rounded off to the hundredth decimal place (e.g. +0.25 for weapon speed) in other game areas. It shouldn't take much time to revamp the numbering system for attributes, combat speed, et
Much of this was discussed in detail back in May at the following: https://forums.elementalgame.com/383128 and to a lesser extent here: https://forums.elementalgame.com/382913 Good ideas herein, good ideas above. I'm not sure, however, if there is an "easy fix" for making each of the five research areas equally desirable for those that wish to genera
More opinions related to this kind of thread here: https://forums.elementalgame.com/387288/#2678448
[quote who="Frogboy" reply="15" id="2678371"]If you're so certain the game will be "unready" on release then feel free to wait until some mystical future date to play it. I'm not sure what kind of response you are expecting. This is why non-technical people are typically not involved in real betas because they don't really have any idea of what's involved in putting together a large software project ....it'll be as stable and good as any of our other titles we'v
This one I see repeatedly so thought I'd post: Both the Shop Inventory costs as well as the manufacturing costs to equip Designed Units is bass-ackwards and needs to be seriously balanced.
[quote who="Frogboy" reply="3" id="2677333"]There won't be a "tax" system per say. Instead, we need to reward players more for building up fewer, bigger cities. [/quote] I would kiss you for this, if you were a girl :P. EXACTLY. Rewards should be provided for fewer, bigger cities as well as some kind of reward system for cities that specialize (combat, research, economics). These changes are critical to making city building more interesting and strategic.&nb
[quote who="OMG_BlackHatHedgehog" reply="6" id="2678183"]I'm sure it'll be fine initially. Remember it'll have a campaign too and we haven't seen that. I know that patches WILL be the saving grace of this game because I'm sure it'll be aggressively patched and improved. [/quote] Unfortunately I don't think smaller companies can rely on "aggressively patching to be the game's saving grace." Too many reviews will occur under few to zero patches. I recall that Battlefron