PyroMancer2k

PyroMancer2k

Joined Member # 2388239
0 Posts 16 Replies 773 Reputation

The start of the game is a bit slow for your city development because there is hardly anything to build. The first few things are obvious with merchant, study, temple, garden/farm, command post, workshop, and hut. After that though there is not much and you have lots of space remaining with nothing to build. I know that sounds like a lot but it's not really and often times you end up with nothing left to build and extra spaces. So you end up waiting for a long time till the city levels up and

3 Replies 4,151 Views

In my current game every time I load it several of the buildings in one of my cities are slightly faded with the underconstruction hammer next to them. They still seem to produce but I can't demolish them and they aren't showing up in the queue. I noticed it after I loaded from my gaming freezing. Even later saves and loading them the buildings remain in their current state of limbo. Here is a copy of the save file. <a href="http://dl.dropbox.com/u/6399047/UnderConstruction.El

5 Replies 1,205 Views

When my city upgraded to level 3 the town halls mysteriously got deleted. An event notice appeared saying town halls were completed which was odd. Also shortly after that I R&D Housing tech and all of my huts in the city vanished. There was a ton of Housing complete event notes but yet no housing in the town. Next another city leveled up and it's huts vanished and not replaced by housing.

10 Replies 39,608 Views

[quote who="BoogieBac" reply="2" id="2601710"] [Boogie shoots the city code a dirty, hateful glare] the system just wouldn't be up for the challenge without reworking some key systems, and we just don't have time. Thanks for the suggetion though![/quote] I was afriad this might be an issue. I knew changing from 2x2 to 3x3 could pose some problems depending on how the engine handled things currently. Figured I'd suggest it in case it was do able.

5 Replies 7,352 Views

When trying to exit a city it always seems to drop me in the same place regardless. This has created some issues with city placement which traps my units. In this picture my units always exit on the lower left so they are blocked in by the city. After building on that spot when I exited the city my units jumped across the ocean. <img src="http://img651.im

4 Replies 1,172 Views

When you click on an event it automatically deletes it which is kind of annoying. It would be nice if left clicking on the event note zoomed to the location but didn't delete it. While right clicking on it would delete it. That way you can manage which events you want to keep up in case your running low on resources and want reminds which cities recently finished stuff on following turns.

0 Replies 2,557 Views

When I hit end turn it crashed to desktop. While crashing it stop responding so there was no dump file I only got the dump file. Pastebin seems to be down so I posted it on dropbox. http://dl.dropbox.com/u/6399047/debug.err

2 Replies 832 Views

I can see the potential issues but technically tech trading isn't in the game yet. You can go to diplomacy screen and add techs to the trade window but the AI won't accept any trade deals right now regardless of if you have the Diplomacy tech. As the for the issue I think the simplest solution is to have the research level increase for each tech traded. This would mean someone who trades to gain 3 techs would have his next R&D project level raised by 3 making it a long ways off. S

10 Replies 4,867 Views

[quote who="RogueCaptain" reply="8" id="2601686"]We can't exactly 'beeline' techs in Elemental the same way as Civ4 or GalCiv2. That fact alone changes everything.[/quote] True. For example in Civ4 that low level tech you skipped is always going to be really cheap for you to develop should you decided to go back and research it. For example in one game of Civ4 I had musketeers yet I hadn't even research mysticism which is one of the first techs as I recall. Well getting that wou

13 Replies 9,707 Views

I'd like to add a few more things. ;) I think this setup could help to promote specialization of cities. Currently the only 2x2 building that produces more then it's 1x1 counter part is the University. The university produces 10 RP while the smaller 1x1 building only produces 2 RP. The other buildings not producing as much is of course a balance issue but it does show us a nice setup that can help to focus specialization by having 3x3 buildings. For example imagine a 1x1 build

5 Replies 7,352 Views

This can be achieved with simply having larger buildings. Right now the large market takes up 2x2 which is 4 of the smaller markets. Though it produces the same gold that is a simple balance change issue. But the same thing applies to libraries and universities right now and the university is actually higher output. It produces 10 RP while the 1x1 library only produces 2 RP. Thus the larger building is more efficient and it uses up the whole tile. Unless you plan on expanding it to a

3 Replies 5,548 Views

[quote who="John_Hughes" reply="11" id="2601597"] The creation of an Army, as a general rule, does not reduce a cities over-all productivity. Actually, it often stimulates ones local economy. (now we can use modern wars) [/quote] Actually it increases the overall economic activity not the productivity. The factories at times may not run at 100% capacity because the demand for the goods it produces is not high enough. However in games such as this everything is always produ

24 Replies 16,152 Views

[quote who="Tormy-" reply="3" id="2601234"]Boogie has said that the "item shop" has been implemented already in their internal build. IE. You can buy equipments for gold. [/quote] They are talking about "starting" equipment. Once the game is in progress it's a whole other issue. But when you first designing your SOV the same points to increase a stat or used to buy an item. Which I think is lame as it's better to put points in stats then go buy a weapon at that item sho

11 Replies 7,983 Views

I along with a lot of other people like the ability to build up cities on the map. However this seems to be raising some issues in believability, balance, and mechanics. The Spaghetti layout as it's called means units can exit and enter cities covering large spans with little to no movement. A single level 5 city could block off a 11 tile wide pass. Siege defenders can defend whole cities stretched over an 11 tile wide area. Given these issues I was trying to think of how to keep the

5 Replies 7,352 Views

Just a quick opening question. Why are cities only limited to level 5? I think that's a bit arbitrary. Next here is a list of some possible names in no particular order Settlement Outpost Community Hamlet Village Small Town Town Township City Grand City Metropolis I figure these names could help better open up discussion on different names and their order

22 Replies 12,834 Views

[quote who="Tasunke" reply="1" id="2601481"] honestly the House, Market, Factory (paper rock scissors) of Spore was my favorite part about that game ...[/quote] Yea that's because it was about the only thing "complicated" and thus interesting about it. Spore had cool tools for making 3D models but that was about it. I wish they had released the game they original advertised in early development where placement of parts mattered. I like the idea though it could be really h

20 Replies 89,353 Views

[quote who="StillSingle" reply="87" id="2601084"] 2) I believe I've said this before, having buildings that need prereq buildings is a terrible way to go. Too steeped in Starcraft and C&C, which works well for RTS games as it stops spam of high level units at the beginning of the game, but for Elemental style game, just requires yuo to remember spreadsheets of building flowcharts. In the Beta 1Z3 1st balancing pass for cities, they have used city level to

114 Replies 235,989 Views