[quote who="PyroMancer2k" reply="40" id="2596523"] Also since growth seems to easily snowball as prestige naturally increases as a city levels it seems to get easier to just level up to 5. It could just be my imagination but it seems like getting to the first 3 levels are slow then level 4 and 5 fly by.[/quote] Shortly after posting I realized why this is. Level 1 you got 1 Prestige which becomes 2 if you build a Town Hall. You need 40 population so level up which means i
PyroMancer2k
[quote who="XeronX" reply="39" id="2596421"] {Quoting Frogboy, reply 33 Housing costs food because we use housing as a way to let players determine WHERE people will settle. } This is a point which is still confusing me. How are the mechanics going to be arranged that would make it a decision of where the population is going to go. At this point I am still of a mindset that all my cities are going to be built so that they are L5 cities. And I can think of no g
Well right now the beta is mainly focused on stability. A lot of the mechanics are gonna get worked on and refined in later beta stages. The tactical combat isn't even in yet and is several months off from us testing it. If you have any specific suggestions beyond simply "add more" I'm sure the devs would be interested to hear them as they actually listen to the community. On a side note I think you should invest in more research. I see your research is only 15 per turn and your on tu
[quote who="Darkodinplus" reply="34" id="2596331"] In my hypothetical system the player wouldn't have to fool around with any sliders or have to use critical thinking to figure out which city would have the highest population. I had envisioned cities leveling up similar to the sovereign except the only thing you would select is how many tiles would be residential. Now the only calculation the player has to make is "More residential tiles = higher population" or "Less residential tiles =
[quote who="Climber" reply="29" id="2596191"] 1. Food, Prestige (and material) is globally stockpiled. No change here. 2. 1 pop consume 1 food, 1 prestige and requires1 housing capacity per day . Assuming in a case that you have 0 food and 0 prestige globally stockpiled, you can sustain a global population of 200 IF you total food and prestige production is both 200 per turn. [/quote] This seems to be the main concept
[quote who="Satrhan" reply="28" id="2596127"] I agree. Also it feels like you have your priorities a bit messed up. You've only just build your first outpost, attracted a hand full of people, and then you demand that they build this huge palace just for you to live in. [/quote] Well I think Prestige is suppose to be fame and desirability wrapped together. The people are wandering the wilderness and they here of towns forming. Knowing that there are nice things like inns, pubs, th
When my city leveled up to 4 a few of the houses got upgraded to Villas but the rest of them disappeared. I had two cities reach level 4 before the game locked up on end turn but both cities lost most of their houses when leveling up and only a few turned to villas. One of the cities did make it to level 5 and nothing happen so I think it might have to do with the house to villa upgrade.
I finally got a game where my SOV could get married and noticed when we started have childern it would simply state that I had a child and ask for a name. It doesn't show the gender of the child though so your not sure what to name them.
The AI through cities which you can't. Also they park units right on top of the center of the city but it doesn't attack the city or garrison their own city.
I have had this happen to me too.
[quote who="SuperTimo" reply="1" id="2596058"]I really hope there will be simultaneous turns. Otherwise the multiplayer games will take a loooooong time to finish, and not in a good way...[/quote] Yea I know that's what I was thinking.
Why should we change it? If it's not broke don't fix it. After all you wanna be memorable what better way to stand out then to use old ANSI gfx for an intro on a modern game. ;)
The persistent servers sounds cool and the fact that some games can take months or years also sounds cool. The only potential down side I see is everyone has to be on at once. I've done raids in many MMORPGs and getting 25-40 people together or more is a real pain. And trying to get those exact same people together on a regular basis is very rare and difficult. He did mention games where it's 32 players but only 6 are really human players. That's fine but I'd still like to play large games wi
After listening to the interview http://www.multiplaying.net/2010/03/07/multiplaying-026-03-06-10-stardock/ I'm not quite sure if their planning simultaneous turns in MP. At one point it kinda sounded like they were only considering it while at another point it sounded like it was planned. So I was wondering if anyone knows more on this?
[quote who="Tridus" reply="68" id="2594687"] Defensive units are bad not because they're actually "bad units", but because defending anything that isn't a city in your standard TBS is useless. You can't stop me from simply going around your defensive units. In order to stop me, you have to attack, at which point *I* am the defender and I get the defensive bonuses in the engagement. [/quote][quote who="Sethfc" reply="69" id="2594841"] And indeed i believe forts with scouts or h
[quote who="Sethfc" reply="66" id="2594523"] Also Rock Paper Scissor's is a rather stupid dynamic to use for real strategy sure pikemen are good against calvary and sure bowmen are good versus pikemen or swordsmen but they don't always trump eachother...i never liked those dynamics. [/quote] [e digicons]:omg:[/e] Rock, Paper, Scissors is one of the fundamental concepts of gaming and nearly every good game that has any kind of strategy element is base
[quote who="timothydelisle" reply="8" id="2594707"]On this subject, I did notice that I had a game where a pioneer sent out to a crystal shard only gave half a crystal, and even after many many turns I did not gain any crystals at the top of the screen, nor was I able to cast spells dependent on that crystal. Once I sent a second pioneer to that crystal after reading this post, I got a total of one crystal, and was able to cast spells. I thought maybe this was intentional and seem
If you click on the turn notification icon such has "House was built in Capital" then it zooms to the city and highlights it as if the city is selected along with displaying the Action Tab. Well if you click on either of the 3 Tabs they are blank. You have to reselect the city to get them to show it. It's almost as if it's not completely selecting the city when you click on the notification icon. Also this is probably related but sometimes when you click on the Unit finished training
I didn't zoom in but my game also crashed when i hit End turn. dump: http://rapidshare.com/files/376600995/Elemental0_3-2010-04-15T19-49-11-955.zip
Personally I'm having trouble understanding my people are so upset, though I will admit I'm a bit of a late comer so not 100% sure on how exactly things were before. The devs said the local storage system is still there and can come into play for things like sieges. But overall it just frees the player up from having to worrying about making sure they ship X units of Iron to Y City which is training Knights. So all the micromanagement details are simply under the hood. The only other
My last post was getting long so I figured I'd start on a new one covering other issues. [quote who="Frogboy" reply="14" id="2594790"] Rationing If rationing goes into effect production of non-food/non-gold is cut in half. Prestige = Base Prestige – Turns Rationing has occurred. Negative prestige capped at no greater than 10% of a city’s current population If negative prestige, then there is a 25% chance each turn that a random housing tile will fa
Wow thanks for the inside track Frogboy. There have already been some great responses as well. Given some of the comments already I think I should probably explain some of my ideas in more detail so there is a better understand. [quote who="Frogboy" reply="14" id="2594790"] Rationing affects cities in the order in which they are dependent on food. The cities most dependent on food (i.e.Net consumption keeping local food in mind). If all cities end up being rationed, this has been
[quote who="Tasunke" reply="12" id="2594428"]Yea ... I was basically saying that, the way things are now, the proper "basic guidelines" are in place. As vieux says, food shortage WILL cause production penalties in the final release, and their will probably be mechanics in place to necessitate the presence of housing and population in a level 5 city (a potential mechanic would be for the City Size to shrink if enough housing is destroyed). Its alot better than food
[quote who="Frogboy" reply="18" id="2594594"]TURN BASED but NOT tile based combat.[/quote] Nice. Being a fan of minitures gaming thare are plenty that don't use tile boards. I always thought that it'd be nice to see a Computer version of many of those games cause you sometimes get those people who like to try and "fudge it" by moving an extra inch or so and claiming they close the distance enough to attack. Even though you can do the math like we start 24 inches apart and you only mov
[quote who="Myles" reply="13" id="2594473"] The only problem with those it that they look more like trailer material than actual gameplay. The other picture has the UI and tactical grid that gives a better impression of what actual combat will be like.[/quote] The other thing is Tactical combat Beta isn't until Beta 4 which is after the 3D engine is put in so it really could become ANYTHING at this point. And there are no doubt supporters of each method whether it's turn based, p