Expand the race distinctions and provide more assets and code to support players creating their own custom factions made up by their own custom races. This is the way I'd like to see the game lean.
Darkodinplus
I personally will always lean towards customization but I still like to have high quality canon content within a game. Perhaps my position on this subject can be best described using a simple diagram. (Click on image for qualit
I love that idea 100% Brad. It would be worth the wait if such changes where made to Elemental if you ask me.
I saw the poll and voted no since I still CTD and freeze a bit to much. I like how Brad isn't going to give us old school XP users the short end of the stick. At any rate in retrospect you should always have N+1 Betas and this is Elemental's +1. [e digicons]:D[/e]
You're thinking to much Tasunke the number of teachers, bankers, etc has no meaning in regards to the system itself. The only thing that will need to be done is make buildings need a constant number of people to be functional. The numbers would be a balance issue not a system failure which would only be caused if you try to do to much which is why I specifically said a "simple work force". Basically you would have something like this 1. I have 5 houses in my city (curren
[quote who="John_Hughes" reply="16" id="2602830"] "Inactive Military - Can be recruited without impacting a city's productivity Work Force - If recruited will impact a city's productivity" Agreed. All I was arguing was the #'s and applying a premise. A game can have a Premise based on RL? No! Slums represent Inactive, Others the Work Force.[/quote] Wouldn't it be easier just to have number of people in houses - work force = inactive military? Are
[quote who="John_Hughes" reply="11" id="2601597"] That type of process makes assumptions about those, just anyone, are taken out of the Population, to create the decline and thus the hit to productivity. People with very specific training, Farmers, Smithy's, Miners would all come out last. (please do not site modern wars as an example - we don't get to choose from 35 millions souls).... ...................... ....The creation of an Army, as a general rule, does not reduce a
My computer is pretty solid on just about every game I've ever played and I'm still getting some freezes and CTDs which I've reported. Of course, I can't rule out I'm just a statistical anomaly but 1-Z4 might not be a bad idea in my most humble opinion.
Frogboy has already said the name of the world is indeed "Elemental". At least that is its name for the main plot arc.
I loaded an auto save and queued up the buildings the same way and the game didn't crash. However, later into the game I had 4 or 5 houses queued and the game crashed again after hitting end turn. It seems to dislike to many buildings in the queue at once or perhaps that is merely coincidence. Debug <a href="http://dl.dropbox.com/u/6020085/Elemental%20Crash%20data/Elemental0_302-
The game essentially crashed while on turn 16. I had queued up 3 huts and 1 merchant when it froze after hitting the end turn button. Debug Dump File
Can I safely turn on full screen mode with a Geforce 8800 GT now? All in all sounds good, I'm about to take 0.302 out for a spin.
They should just put it like this "ETA: The Future"
[quote who="Frogboy" reply="1" id="2597881"] The issue I would see there is added complexity versus the benefit. You'd need to be able to see both the population of the city and the available population of a city which adds another layer of complexity. This is okay if there is a pay off for it but I'm not sure if the pay off is sufficient in terms of fun.[/quote] Well I’m not sure what exactly you would consider doing with a system like this but from my initial idea I
Essentially what I’m proposing is a simple work force. Where almost every building constructed would have 3 states. The reason for this is to make the population more important to the city itself. People including myself have proposed making a population below a certain percentage of a city’s base population for whatever LV affect production and / or income negatively. I thought of this to make the system a bit more precise and to give it a logical context.
[quote who="Satrhan" reply="62" id="2597626"] And third, the whole discussion about whether maximum city size should be tied to initial essence spent to revitalize the land has been had a few times before. I'm pretty sure the consensus was that it wouldn't be a fun mechanic. It would require the player to plan ahead for a very long time. You would have to know from the start if you want the outpost you're building now to get access to some resources at some point in the distant future to
[quote who="PyroMancer2k" reply="48" id="2596796"] I think the biggest deciding fact is food. [/quote] Food currently isn't that hard to get in my opinion so it really doesn't present a choice as to why to make a city smaller or larger. From your point of view it just seems to make it increasingly harder to get each successive city to LV 5. As I already said I'm not a fan of the simple make it harder approach since it really doesn't add any strategy. [quote who="PyroM
Channeler vs Channeler FIGHT! by Darkodinplus Category- New Idea Thanks for putting it up when ever you get around to it Raven X.
[quote who="XeronX" reply="39" id="2596421"] 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 good reason to have a city anything other than maxxed out. .............. And while I would love to see the strate
Food would still be tied to it just at a higher level, the global level as it is. However individual city population level would be controlled by the residential tiles. My system isn't meant to be something "different" from the current system just achieving the same goal in a different manner. I like what Brad is trying to do I'm just not a fan of the vehicle currently used to get there. I hadn't thought of having zoning costs to residential tiles but that really goes beyond th
Well Austinvn, Brad has already said population will be tied to unit production so it only seems natural to me that if you go crazy recruiting people there should be a major penalty incurred for the city. I believe Brad already has something in mind in regards to this but he hasn't said what exactly. The only real problem I see with a system like this would be coming up with reasonable math to support it. I concede that having 100% of a base population for a city to be 100% productive
[quote who="Frogboy" reply="33" id="2596286"] Every other solution I've seen suggested in the forums ultimately involves players having to monkey around with sliders or have to figure it out on their own which cities are going to have the highest population in the end which isn't fun.[/quote] Well I made this post in one of my threads. [quote who="Darkodinplus"] Housing - Housing as I suggested before shouldn’t be directly controlled by the
Yet another end turn CTD. I had just finished a quest I believe to stop a rogue wizard. Debug Dump file
Ignore
Every or at least every keyboard I've seen has a button called "Print Screen" or "prtscn". This should be the screen shot button. At the very least you can paste anything you've seen in photo editing software after hitting print screen.