[quote who="Sarudak" reply="8" id="2941525"]Wrong direction! This is going to make city spam and monotony even worse because you will want many more small cities so that you can take advantage of the cheap producing buildings that you can create at each one. [/quote] From the IRC transcript, it seems that the population cost is civ wide and not city wide. So there IS an interest in specializing cities instead of spamming monotonous cities.
Peace Phoenix
[quote]Other than that, I really like this timeline! Not sure if you can answer, but are these events happening before the Dread Lords were sealed in an alternate dimension (in the GalCiv timeline)?[/quote] Which events? In the timeline: [quote] 5012 B.C./1988 O.R. Events of the Book of the Magi in the Hiergamenon. The greatest of all these early sorcerers - Lord Ereog of Hallas, Lord Argynn of Malaya, and Breon, the Witch Queen
[quote]Stardock policy: NO manager shall work fewer hours per week than anyone under their management including the CEO. If my guys were working 90 hours a week, I was working 100 hours a week. It was a bedrock principle. You do that for a few months and you'd be surprised at how "good" easier solutions start to look.[/quote] Knowing when you productivity starts to be negative (ie you introduce more problems than you are fixing) due to too much work per week is really tric
[quote]Organized talent is being removed [/quote] L ooks like the Organized talent was too overpowered ...
[quote who="Frogboy" reply="2" id="2762389"]Two letters: AI [/quote] I am not sure about what this exactly means: - Is balancing weapons needed to ensure that AI can survive - or changing the combat system will have a too important impact for the AI BTW, any weapon balance or combat system change has not only an impact on the AI but on monsters stats also: AI sovereign must be able to handle monsters ;) I am wondering if the
[quote]People, what is the point of "I told you so" and "why didn't you xyz". What does it matter now?[/quote] It matters for future releases. Stardock could have avoid some problems with the Elemental release if they have listened a bit more to some complaints made by beta testers. As Frogboy has written in reply 16 [quote]Over the coming weeks and months we'll do a lot of hard looking to see how the rough start happened. Maybe I create an environment where people are
[quote]He's just being a "straight shooter" and that is so rare nowadays. Trying to be-little his effort right here by connecting it to past statements about GavCiv2 is petty and only self serving. Your just trying to look like a smart-alick. And it's not worth drawing any more attention to it.[/quote] Maybe I am wrong, but I am under impression that this part is targeted toward me. Maybe I wasn't clear enough. The idea wasn't to be negative against Frogboy. Just to trying to help him
Strangely, the 2 following quotes from the OP ring in a similar way from me: [quote]The low metacritic score for Elemental (about 3 out of 5 average) needs to serve as a long-term reminder to us and anyone else who might think that you can simply put out a major retail game in 2010 with its own custom engine without a massive massive long-term beta program and a long-term QA process. If you can’t do that, then either license your engine or don’t expect people to shell out
If pre-made sovs could be micmicked with custom ones, what would be the incentive to play premade sovs?
[quote]Elemental marks 2 of 2 in terms of broken street dates and it really biting us in the rear end. There’s a reason why most games today require you to install and get the instant update and are locked out until release day. It’s something we’re going to have to really think about in the future. With Demigod, one could have said it was a fluke. But with Elemental, it’s a pattern. [/quote] This could also mean that you must take this problem in account with
Since the MP XML files are given by Stardock servers, I guess we need to wait for the custom servers, allowing to play with modded versions of Elemental.
[quote]Now I have to deal with Impulse and it will cost me more money than I would normally pay for a game. Given that I'm dealing direct with the guys making it - there are no shipping costs or B&M stores taking their cut - that seems like a damn cheek. [/quote] Are you speaking about Stardock games available in Impulse? or about generally games available in Impulse?
This article on GameShark http://www.gameshark.com/features/741/p_20/Elemental-War-of-Magic-Q&A-with-Brad-Wardell.htm has some insights how multiplayer is supposed to work: [quote] Yeah.. I’m not a good advocate for multiplayer.. I love multiplayer in, say, StarCraft II, but in turn-based strategy games… basically we put it in becaus
Unless I am mistaken, Elemental is a flagship for Impulse::Reactor features that want to compete against Steamworks demonstrating that a viable option to Steamworks exists. And I guess THAT is the primary focus for MP in Elemental.
[quote]Yes the game will be localized and sold here in Russia... http://games.1c.ru/elemental_wom/ but Europe? Kek. It's quite strange.[/quote] Not so: you have less localization required for Russia versus what is required for Europe. And you can bet that each country has its own regulation about how to sold things with all needed legal stuff for customers rights. Also, the exchange rate between USD and EUR may be annoying for a game produced in USD that must take into account
[quote]The third race=reptile humanoids=Drath from GALCIV?!?!?! Oh Mah GAWD![/quote] You should perharps take a look at that thread https://forums.elementalgame.com/388100 ;)
I have started a new game and got this start The debug.err file is available here http://dl.dropbox.com/u/5057853/beta4_bad_start/debug.err The map random seed is 1280433143
[quote]On another note - I'm curious how much we can do in terms of altering game systems with the XML. Could I for example create a new building that enchants all garrisoned units with some kind of bonuses? Or will that require the python bindings?[/quote] Aren't there already some buildings that imprved characteristics of garrisoned units in the warfare tree (notabely the one associated with forts)
The Snathi have invaded the Elemental world. They don' look like the evil rodents from GC2. And their invasion is important: they have invaded the art cover of the elemental box. You can see their leader and his spouse on the homepage of Elemental. Here is their leader And its spouse is displayed h
You can start the master quest as soon as your adventure level is 5, which can be obtained through the exploration tree. But the master quest is the last tech of the questing tree and is supposed to unlock this special quest.
I am playing as Altar and I have experienced a strange behavior with the construction yard. When you build it, it decreases the time for building other improvement (25% decrease when the info card states 50) . But If you save the game and reload it, all build time are now negative, meaning that all improvements are build in 1 turn.
[quote who="coreimpulse" reply="12" id="2695499"]Great, can we have Fallout New Vegas too now then ? [/quote] Steamworks games won't be available on Impulse ..
And it is worldwide ;)
Well, I was able to get the end of the game with that spell when casting it on my sovereign. If you cast it on another tile it doesn't work.
In the following save game, http://dl.dropbox.com/u/5057853/3c_mastery/mastery.EleSav , I have all ending enabled and can do all endings: There is only Altar left, and I can make an alliance with him. I have all pieces of the master quest and I have also researched the spell of making. Sadly, when I cast the spell of making on a green tile (the spell has a range of 1), the game doesn't end.