[quote who="Sareln" reply="7" id="2648840"] The tech-trees look roughly like this right now (this was gleaned from the XML in Beta1Z, and looking at the XML now, it doesn't seem to have changed too dramatically, mostly more stuff!): https://forums.elementalgame.com/383598/page/1/#2644565 [/quote] Great that's just what I wanted to see. But the thing is this kind of information should be IN GAME for players to use. Being able to display the tech tree in this kind o
PyroMancer2k
Interacting with the cities seems to feel a bit combersome. I feel I can't access the information I want at a quick glance and doing stuff takes more clicks then it really should. The action/resource/training/building tabs seem a bit more then is really needed. All of the information could be just as easily access with 1 main tab and some minor changes to the buttons already there. To better illustrate this I did a bit of editing to some screenshots to show the changes I'm about to su
On the what to research front I do have a question for the Devs. I know some R&D doesn't show up till later and some techs don't show up until you research ones before them. But are any of the techs restricted by the tech level? The reason is I find market places (the 2x2 +6 Gildar building) is one of the most important buildings to get up first and trying to figure out how to unlock it faster. ;) I've figured out some items progression like Housing, leads to Vilas, leads
Also sometimes when you place a building it will snap to over the city. This is VERY ANNOYING as it causing you to place the building in a different location then you picked. So you have to cancel the order and replace it. Happens to me all the time.
Yea I've found the info card to be annoying at times too when trying to click on stuff on the far right side of the screen. I can think of two nice solutions to the problem besides just moving up a little out of the way. 1) Have it move to the left side of the screen. I recall seeing this type of setup in other games and think it works nicely. 2) Have the info card appear right next to the item. So it's more like a tool tip and appears just off to the side of th
[quote who="esrever2357" reply="102" id="2645184"] 1) Creatures. Are the creatures physically possible? We need to examine their dietary habits, the balance in the food chain, their favored climate conditions, etc etc. The cooperation of some creatures with others also becomes very questionable, judging from the natural instincts of those monster. 2) Lighting. Don't get me started. The lighting is SO not realistic & physically incorrect. I'd expect to see attention to deta
I might be over analyzing this but Lake Gandru doesn't seem that realistic. It has two rivers leaving it both of which go to the sea and on opposite sides of the continent. Water flows down hill and takes the first available opening so which ever river exit was lower would take precedent except maybe in times of heavy rains when the lake rises enough to poor into the 2nd river. I'm not that familiar with every lake/river in the world but I don't know of any cases of this happening nat
[quote who="Valiant_Turtle" reply="10" id="2623458"]Of course the 'tech tree' in MOM is a bit shallow.[/quote] There was no 'tech' tree in MoM. There was simply a magic tree for unlocking new spells but that was it. Everything other then spells you started the game with access to you just had to build it and it's requirements first. MoM had more of an RTS feel with buildings and unit production. In fact the focus on the Magic tree was often the thing that allowed people to do
Nice weather there in Plymouth. Also 8 CPUs with 25.7 GHz and 12 GB Ram. [e digicons]:O[/e]
Or Screenshoot? Gfx glitches can be hard to describe at times and visual aids help.
[quote who="Campaigner" reply="21" id="2614516"] WITH XP: Build small squads of powerful troops and tech/expand hard. WITHOUT XP: Build as many units as you need and want. This will lead to more conflict around the map (more exciting) and more battles. [/quote] I don't see how XP is going to force those things to happen. After all let's take Master of Magic a game which had units that gain XP and units
[quote who="Lord Cobol" reply="2" id="2615748"]Still in 1Z5. At least for granary. Will see about warehouse in a bit.[/quote] I thought we were on 1Z4 now. Either way ver 0.32 still has the bug for the buildings not showing proper info after loading.
I figured I'd use a 2nd post for this as the last one had gotten a bit long. ;) Discovering hidden strategies is nice yes. And I hope they do have option in there that allow for that such as the Artificer/Runemaster combo to make mana. Though also when you combine it with Alchemy you could also most lots of money as well. Though looking at the manual I also realized why it's not that great of a tactic. Runemaster required 2 books in 3 different skills. So you have to spend 6 points of
Actually as much as I like MoM for all the good ideas it had and mechanics it introduced to games in general it did have horrible balance. The "strategies" you seem to be suggesting are more like the title of this thread, that is exploits. Exploits are abuses in the imbalances that exist in a game and aren't intended to be hidden strategies for the players to find. The strategy of taking all of one book type and summoning a really powerful character was a common strategy in MoM. While
The current magic book is a bit disorganized and actually kinda hard to navigate. I know the number of spells right now is very limited but as a way to see what it would look like later and just because I can easily afford it I always get every spell book on my custom SOV. Already with the few spells recently added in 0.32 you can get up to 3 pages of spells to sort through. I don't know how many the game plans on having but with the comparison too MoM it could become even more disorg
When a city reaches the required level or you get the required tech it automatically upgrades the buildings. It would be nice if there are an option to not upgrade, especially for modding in the future. But I also noticed a potential balance issue as when I unlocked university tech it now replaces the schools automatically and the university buildings cost 10x as much. While I have no real issue with that fact that the buidling cost more and produces more the fact that you get the upg
I agree with you guys that the current choices are very lacking. And some of the disadvantages are really a no brainer. Take all the ones that offer penalties for being IN a city and make you SOV the best army general/adventurer possible. I mean why wouldn't you get the extra points if you plan to never park your SOV in a city? Of course the reverse is true for the city bonus traits become worthless the larger the map is because then less helpful it is to have that tiny bonus in only
I loaded up a save game ran a few turns. Then I opened up the main menu and tried to start a new game. It then crashed to desktop. Dump: http://dl.dropbox.com/u/6399047/Elemental0_32-2010-05-08T00-41-29-688.zip Debug: http://pastebin.com/v6UPcekF DxDiag: http://pastebin.com/m9zfYwUv <
I found a fun and interesting bug. It sees that like before when you right click on your unit instead of canceling the units move orders it contrinues on it's path. Only now it moves the unit 1 space regardless of if it has enough movement are not. Thus you can explore the entire map with your Sov on turn 1. ;) I've have discovered it doesn't work all of the time though and only about 95% of the time. Here are a few things that I have noticed doing that seems to prevent
I hit the same out of memory error when I pressed the End Turn button. The dump file was size 0 for some reason. But I've included the debug and dxdiag files anyway. Not sure if it matters but the turn before I got housing tech so all the houses should of been upgraded that turn. Debug: http://pastebin.com/AXb9rmWb Dxdiag: http://pastebin.com/m9zfYwUv
[quote who="Frogboy" reply="74" id="2609195"] We're abandoning the idea because I don't like them. [/quote] [e digicons]:grin:[/e] Fair enough. Your original post made it sound more like a "We don't need to so we won't" type attitude instead of the "We don't like the mechanic."
[quote who="Nesrie" reply="210" id="2608617"] I've never see a disc just go bad for no apparent reason, then again, I don't really put my discs next the microwave or anything like that. They're very durable and I have several discs that are well over 10 years old that work fine.[/quote] Which is why I question those people's claims. As until now in this thread I had also never even heard anyone claim their CD/DVDs went bad for "no apparent reason" while sitting on the shelf.
I think it would be interesting to see an expansion on the dynasty system as well. Ever since the early days with the early Civ games I always thought it a bit odd how you are a leader that lives thousands of years and despite having changes in governmental bodies, such as going from dictatorship to a republic, you still remain in complete control. That's not really a change in government that's just a change in what people focus working on (aka bonus/penalties). ;) So instead I've al
[quote who="Frogboy" reply="34" id="2471004"]Re planes. Planes were in those early games because of the memory limit. We don't have that memory limit. 640k is long gone. Bigger maps.[/quote] A lot of good ideas come from the limitations imposed on us though. And just because those limiations are removed doesn't mean we should abandon the idea as being "out dated". I say that because I actually liked the idea of having another plane to fight on and so do
[quote who="GW Swicord" reply="57" id="2608344"] Folks who've never worked in or around software development probably have no real appreciation of how much respect you deserve for the "Probably" there. I admire it greatly.[/quote] Actually I think that pretty much applies to almost everything. People tend to under estimate how much time and effort it takes to do something until they actually do it themselves. This goes for a lot of things as I've met a lot of people who brush thi