Darkodinplus

Darkodinplus

Joined Member # 2409723
3 Posts 32 Replies 11,660 Reputation

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]

59 Replies 103,606 Views

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

24 Replies 16,011 Views

[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

24 Replies 16,011 Views

[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

24 Replies 16,011 Views

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.

73 Replies 134,055 Views

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-

2 Replies 877 Views

[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

24 Replies 16,011 Views

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.

24 Replies 16,011 Views

[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

114 Replies 235,379 Views

[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

114 Replies 235,379 Views

[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

114 Replies 235,379 Views

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

114 Replies 235,379 Views

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

15 Replies 19,496 Views

[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

114 Replies 235,379 Views