Yeah, more localizational resources would be a boon, however I think that some improvements in other aspects should be in order if this is implemented. I don't like the way we build roads right now at all, tied to caravans. Having my good troop building city be on the other side of the war front would be annoyning if roads were so kinky to build (and let's not talk about sovergin teleporting). Perhaps a way of transfering resources between cities?
Djohaal
Nope, I mean, 3d objects have pivot points which set their XYZ position but also are the point which the rotate around. If the pivot point can be shifted away from the object's center you can have it spin around the pivot point.
So I tried my hand around the tile editor and some little issues showed up. First particle sources seem to be messed up and their effects render behind all other geometry in the scene apart from the ground, so they end looking odd. Now secondly and most important I must admit I found myself quite frustrated with the fact there's no numerical interface to input settings, only sliders which I must admit, while smart on snaps are still a pain to use. So I suggest <
Paronyms. The portuguese counterpart has an H [e digicons]:D[/e]
Yeah the idea was to have not only faction-flavored buildings but also the hability to edit individual tiles when playing. I also recall the developers mentioning some stuff about the workflow of the engine and it indeed seems it might not be feasible to implement right off the bat. But a man can dream, can't he? Perhaps on version 1.9? [e digicons]:-"[/e] The idea would be the hability to edit individual architecture not too dissimilar from how spore allowed editing the building arc
Instafaved
Actually I think the triad age of mythology used would be quite suitable to our situation. Short put, it has soldiers, heroes and mythical units. Soldiers kicked heroes's asses, while heroes could kill mythical creatures with ease, and predictably, hydras love to dine on soldiers. Of course the mechanic shouldn't be iron-clad so a sufficiently large army could take out a dragon, or a weak enough hero would become dragon food, or an absurdly powerful wizard could toast wave after wave of soldi
Yeah I also found the game too uniform diplomatically, it is just some extras here and there for allegiance and family tree, but still. And I also found it to be hard to end a war, even if I was kicking the AI's butt.
Well first of all sorry for the expressionless sillouette, but it seems the forums don't want me uploading an avatar (I get error code -200 ) Anyway I came, I saw, I bought, I played. Now I shall share my two cents. First of all I have to say that in spite of the game lacking some finish polish and etc, this is a job very well done. Elemental has a very different feel from most formulaic 4x games, however it needs some finishing touches and adjustmen
I don't think so. I'd love to see this implemented!
Learn to use dictionary: min·er n. 1. One whose work or business it is to extract ore or minerals from the earth. 2. A machine for the automatic extraction of minerals, especially of coal. 3. A soldier, often a specialist, engaged in mining operations. 4. Zoology. A leaf miner. mi·nor adj. 1. Lesser or smaller in amount, extent, or size. 2. Lesser in importance, rank,
Intiative can be highly relative. How does the hyperdrive work? if it behaved like in star control's Melee mode (for an analogy) and ships poped out of nowhere after warping for several seconds, it could catch the enemy off-guard even if it noticed the enemy ship away, it just jumped in too fast...
*falls off chair at GreenReaper's remark*
neutral is missing the neutral learning centers apparently.
I have to honestly say that if someone doesn't understands a screen like you stated (with some few extra sliders) that person needs to go back to school... The interface is intuitive enough to explain it, if not, add a fluxogram between the sliders as the background image to show where the money goes step-by-step... It'd look pretty too
are you using the ship as jewelry mod? that caused lag on mine.
I wonder why my initial planets in the Siege mission are called "Celes", "Locke" and "Sabin"?