Sooooo since Fallen Elfbabe or whatever is next on the agenda I've got a feeling this thread needs to pop on up to the top! Maps within maps within maps foo! How am I going to create the Inception mod without multimaps?
Aeon221
Pruning useless strategies is good game design. Alternatively you can improve the numbers, but that can simply create a new dominant strategy that replaces the old one. For instance, in the hypothetical RTS I mentioned above, if you added polar bears that took no damage from the super death lasers and could hurt them, players would only build polar bears. Let's look at the weapons/armor balance. Initially, the only viable strategy was overwhelming damage -- armor was ineffective
[quote who="Corbeaubm" reply="16" id="2866738"] Quoting Fistalis, reply 12 Name one game that had a plethora of customization options that is balanced and cannot be min maxed in some way? Gratuitous Space Battles. No, really, it's extremely min-maxable, with some pieces of equipment being effectively useless, but there are always other min-maxed strategies to counter any single min-maxed strategy. Hell, it's the same principle that Starcraft, a game touted for
Fuck that sideways with a box of tapirs. I haven't felt the need to swear on this forum, but I'll goddamn do so when it is appropriate (such as now) and thank stardock kindly for not being douchebags about the occasional four letter fandango. I'd rather people said stupid shit left and right than the forum be filled with mindless droning on, like CFC is these days. Heavy handed moderation has exactly one result, and that result is boring.
[quote = tetleytea]Hex = 6 sides. Square = 4 sides. So no, I guess I don't.[/quote] Hexes have six sides, squares have eight. Angles are treated as sides for connectivity purposes. I wonder how many other people discovered a sudden illness when they woke up to snow? Watching it fall in the LES, NYC, and thinking today might be a good day for some patched up Elemental. Side note, I hope Trip finds a chance to pop out a blog or two
I doubt Mr Smart is interested in leaving his air conditioned gaming fortress/warehouse just to make some games. Hexes are superior to squares, this is common knowledge. If you'd like to read the quadrillion bits of data on why, just do a google search. Hash is bad enough, rehash is even worse. Applies to Elemental, where all the tactical battle maps use squares, all the exploration uses squares, and everything is pretty much squared the f* up. All you got
When Civ5 goes pimpmode in 2014ish with the second expansion, people will recognize just how incredibly important it was to focus on the core systems and ignore the rest of it. 1upt? hexes? City states? Culture tree? Mostly clean interface? Art deco style? Except for the city states, none of that could have gone into the game post-release without a huge amount of time and effort. And even they could only have come about in an expack entirely dedicated to them. The rest
Dude. DUDE. Trip, mad Kael was a big addition, especially with his business software background, but I'm mad pleased to see someone coming from the other end jumping aboard. That said, apparently Brad is a worse poacher than the MLB. Next it'll be batters from Cuba and perhaps even a certain green gent from th
If you see this nickname on the internet, especially on a gaming site, better than even odds it's me. I don't use it on professional sites to keep the separation between work and private stuff. But otherwise, I've been going by this since Starcraft in the waaaay ways back. What do you go by on taleworlds? Mod related: I did some retexturing on my own for one of the armors I need, but it looks like hell since I've got no skill with art stuff. I'm not even sure it w
Now that I'm back home from the holidays, I've started the process of getting this together. Really wish I could just put Scimitar extends Sword or something similar. Have implemented armor changes for available skins, am now looking for an acceptable armor pack from which I can crib gear. Suggested packs welcome. In dire need of the following looks: Studded Leather (t3 light) Brigandine (cloth and metal interworked, t2 medium) Mail (t3 medium)</
One big issue with the game is the relationship between nation size and potential city size. A tiny nation simply cannot support a level 5 city -- food density is simply too low. It _might_ be possible to create a large city in a small nation through heavy use of Nature's Bounty, but I seriously doubt the viability of such a path. It might be possible if minor states were a more significant part of gameplay. The ability to create a minor state out of any conquered city would be a huge
Give cities a chance of receiving a small local bonus based on the terrain type. Lots of nearby forests and they get a game meat resource that cannot be traded but allows the city to house +10 citizens. Lots of nearby coast, fish resource, +5 citizens and +2 gildar. Lots of nearby hills, +2 gildar and +2 materials. Small things that won't really change the game, but will make the terrain an active participant in the building process. I'd also add in a trait called Wilderness Fig
The AI should establish a limited goal and work to fulfilling it. Not sure how effective this is with a reactive situation. But here goes. AI considers relative power ratios and decides an invasion is a good idea. It then runs down the list of things that would help with war -- better armor, weapons and improved squads. The list is pulled from XML tagging techs as war, or tossing them in the tree. It weighs each one according to costs of utilization and acquisitio
-(3)Clay to Gold (Alchemy)- Target city gets +2 gold per turn; 2 material, 1 mana per turn maintenance Remove G. Clay to Gold, change to (2 + EA) gold per turn -(2)Blood Wound- Caster takes (Int/4) damage, target takes [(Int/2) damage + (4*Blood SF)] damage -(4)Greater Blood Wound- Caster takes (Int/2) damage, target takes [Int damage + (8*Blood SF)] [Balance] Change to caster takes (Int/((3 or 1) +BA) damage -(2)Fervent Research (I
Well in that case I feel like a stupid ho. It wasn't used on anything in the files, so I assumed it wouldn't work and wasn't in use. Awesome. Clarification, does it double the base attack and compare against armor for damage calculation, or does it only double attack after it's been adjusted by armor and converted to damage? The one would be very useful (could drop the stats on certain weapons significantly) the other, not so much.
Here are images of the stats I intend to use for tiers 1-3, the mundane tiers. Tiers after that will have a MUCH smaller increase in values than the jumps here. Magical gear that requires Elementium or Crystal will be restricted to heroes, and those two resources will generate gildar instead of their native resource. Their stats will be reduced, but not too significantly. Easier to balance the other tiers against one another, less likely to have the AI or player get owned late g
Vengeance VNG Unit deals extra damage upon successful counterattack. Piercing_Stat_Icon.png 1 1.0 <AffectP
Dunno how many of you played my (at this point mostly unsupported) mod for Mount and Blade Warband, but I'm taking the name and using it here too. Idea is, as in that game, to create a more balanced and interested combat game. To that end, I have created a damage calculator. If you want to download it, here's a link. It's in an xls format -- to use it, load it up in Open Office, Excel or Google Docs. I'd share it from gdocs but I use my real name for that account broskies!
Irritating that I can easily build a single standard unit who is capable of annihilating literally everything in its path, civ or wandermob, just because he's a tier or two ahead in armor. Also irritating that there is no real scope for type specialization. Gonna see about implementing most of my suggestions as a mod, since I'd rather play it than what is currently available.
Idea is having a good book and a bad book will worsen relations between Empires/Kingdoms and lead to more wars. A player who gets good and bad book is basically shunned for doing things both sides consider reprehensible. Just adds more diploflavor to magic decisions. Oppositional feel like Water holding lower terrain spells, Earth holding raise terrain spells. Air speeding movement of own team, Water hurting movement of enemy team. Fire causing immediate damage, Earth causing da
First off, I recommend quitting the campaign and just playing the game. If you don't want to take that advice, here's what you need. Krandir is the burned over tile near the entrance to the west continent. The place you started the "follow footprints" quest from. The cavern is the place where the "follow footprints" quest turned into a battle against three demons. There should be a hut sort of thing adjacent to a mountain.
Would prefer for caravans to be robbed rather than destroyed. Robbing caravan nets a random amount of gold, disables caravan benefit for three seasons, can only be done once every three seasons. Replacing caravans is irritating busywork, this keeps the ability to hurt income and generate profit without having to constantly rebuild the buggers.
Ritual of the Firmament -> Ritual of the Breath of Ellas Ritual of Ellas Reborn -> Ritual of the Flesh of Ellas Just to keep the pattern going. I'd actually remove the ritual part for the elemental ones. So, instead of Ritual of the Breath of Ellas, just Breath of Ellas. Shorter, simpler. Post some numbers on the spells (cost, result, maint, etc) and I'll whip together a spreadsheet to check balance. Also think you should expand the oppositio
Elemental's city system works pretty well without the need for secondary or tertiary settlement types. If you want a military base on a choke, set up a city with a hedge wall and don't upgrade it with buildings -- military base accomplished. If you want a colony, same thing except resource gathering building instead of hedge wall. Really, the city system has so much right I can barely believe it. Using food as a limited city upgrade resource was a stroke of genius. Only
Mr Wardell is an impressive guy. His bee proof body is the least of it. There's a reason I :word: a lot about Elemental, critically, and don't bother for Dragon Age etc.