They should just combine it into one resource node, e.g. pastures, which automatically give the faction appropriate mount, i.e. horses or wargs, if you get it into a city influence zone and develop it.
cwg009
Don't feed the troll.
[quote who="solidsmooky" reply="51" id="2766668"] All Paradox games are buggy piles of messes though, so there's that. [/quote] So you agree then that Paradox is another small developer/publisher with lots in common with Stardock? [e digicons]:grin:[/e] I sort of think of Paradox as Stardock's european counterpart. Both are indie developers/publishers who make and love strategy games and I love them for being there to take a risk
/Signed [e digicons]k1[/e]
To paraphrase another one of my favourite game designers, Johan Andersson over at Paradox: A patch is never late nor early, it comes out exactly when Brad means it to!
[quote who="thisisretarded" reply="7" id="2765936"] taxes: you only hate them until you cannot force your imaginary citizens to pay them. [/quote] Classic. [e digicons]:thumbsup:[/e] Personally I don't think the economy is broken, just go find the resources you need on the map and multiply the hell out of them. I wouldn't mind some more (well actually a lot more) economic complexity and depth, but I guess their design vision is to try to keep it simple and not a mic
I'd settle for just being able to shift-drag-select or control-click-select a custom group of units in a city of from within a bigger stack. It's only been a standard feature of windows since 1995. [e digicons];P[/e]
Heh, what do I need a pet for when I already have an assassin familar that can single handedly mow down entire armies? Mwaaahhahaha!
[quote who="divvu80" reply="292" id="2766534"]Please. NEVER lock this thread. Instead keep funneling all the Drama here, to keep the rest of the forum a bit cleaner! [/quote] Agreed. Funnel all the drama here. Clearly some people have a lot they need to get off their chests. Better here than elsewhere on the forums. Keep on cleansing people, keep on cleansing. [e digicons]:thumbsup:[/e]
I'm really looking forward to Civ 5. I'm also still looking forward to future versions of Elemental, say version 1.3 or so. The other strategy game I'm playing right now is Victoria 2 (which incidently also needs a good balance patch). These three games should keep me contentedly busy for the next year. It's been a great quarter for strategy game fans!
On a personal level I agree. I do not plan to use multiplayer and the single player game needs attention. However, since this was a promised out of the box feature, and since some people did buy the game specifically for this reason, I don't think these customers should be abandoned. Stardock is right to get this promised feature working at a reasonably acceptable level as soon as possible, even if it takes some resources away from balancing efforts.
I really appreciate your honesty and willingness to take responsibility for the current situation Brad. It's the right thing to do and I respect you for it. Your plan for the next few months looks good. And thank you for the free expansion, that is appreciated since you guys were under no obligation to do that and with the bad launch I imagine it's future revenue you could probably use. Glad to hear surgery is being considered for some of the game mechanics, some of them aren't very g
I agree. There should at least be an option to turn the animations off for faster play for those who want it.
Defintely heading in the right direction, thanks!
I agree with Masskaparal's great overview of all 5 tech lines above. The basic mechanic of researching is sound, what's missing is more techs, more variety, more interdependencies among techs, more compelling choices for the player to make. The whole thing needs at a bare minimum a complete balance pass of what's already there, then they can start adding more techs and making things more interesting.
Elemental inspired me to play MoM again. It's still a great game 17 years on. Once Victoria 2 gets their next patch I'll go back to that. And of course Civ 5 in a few weeks.
Amazing post.
I generally agree with the OP. I think the basic mechanic is basically sound (albeit disjointed into 5 separate areas, I'd rather see one integrated tree I think), but what's missing is more content, a lot of variation, a lot of polish and balancing. The Diplomacy, adventure and magic trees in particular need fleshing out. Some pre-req cross pollination of the trees would also be good so for example you need to research regular armour before you can get the lovely enchanted ar
[quote who="Sethai" reply="1" id="2748941"]i can kind of see an argument for it, because at the moment i'm struggling to work out what, if anything is determining population growth rates. i would like to feel i had some control over it. [/quote] Growth rate is determined by city prestige. There are some things that help increase it, e.g. building pubs, inns, statues, or having a sovereign with the Royalty trait.
I agree that population is an untapped pool of potential to make those large cities more special and make the level one city spam less worthwhile. Taxes would be good i think, there's a need for a population morale and rebelliousness mechanic, and probably more I haven't thought of. I think higher population is already boosting influence (or to be more precise leveling your city level is) but there is room I think to boost this further. The main reason I am spamming level one cities is to mak
Good to know, I'll try that change (and no I have no idea what that setting means either)
[quote who="valdr666" reply="5" id="2749016"] You had the worst beta testers a game could have. [/quote] That's really unfair. The beta testers never got to test a real gameplay version similar to release, only pared down versions of the game with only limited features enabled at any one time to test them (e.g. only one tech tree at a time). And of the content they did get to test, most of the current issues were reported. However, not all of the issues reporte
Better AI. In particular getting rid of the sovereign death = empire death mechanic or at least force AI sovereigns to stay in their turf and stop suiciding themselves against my cities.
I think the whole sovereign death = empire death mechanic just needs to go entirely. As soon as possible. For now, until they figure out something better, when an AI sovereign is defeated just have them respawn in their biggest town and lose some essence like they do for player sovereigns.
I think a quick thing they could do that would help is just increase the rate that influence border expand or alternatively give more buildings that increase influence. Right now I'm rushing to good resource locations and those are the cities that end up getting leveled up so I can maximize the multiplier. Sometimes the good resource spots are really spread out, so in between is where I am spamming level 1 cities and basically the only reason I am doing it is to link up and push out m