Gwenio1

Gwenio1

Joined Member # 4229085
14 Posts 1,024 Replies 12,650 Reputation

[quote who="StarReaper" reply="33" id="2796187"]were more of second class citizens.[/quote] Nope, until hotseat and PBEM are supported multiplayer is third class, and then its players will be second class till they finally sync up single and multiplayer to both be fully featured.

145 Replies 265,080 Views

[quote who="davidjc_af" reply="119" id="2796024"]Dude the AI can instantly pump out pioneers. They are literally like cockroaches. I killed off one neighboring faction. This created a small empty area nearby. I immediately made a pioneer. Before 6 turns could elapse the AI had apparently surveyed the territory and settled like 4 cities there. In addition there were still like 4 or 5 pioneers roaming. It's kinda disgusting. The AI I think cheats a bit to do it that fast and to know exactly whe

131 Replies 268,441 Views

[quote who="Tekkor" reply="117" id="2795958"] My suggestion would be to look at something like Disciples 2. Not the Disciples 3 as it changed the system. In Disciples 2 the combat screen had your forces in set positions on a battlefield (you could setup your "Formation" on another screen you could add). You didnt move them during the combat. It was more tactical in regards ot the actions you were taking (and abilities of your units) and not on the actual movement of the units. The style

131 Replies 268,441 Views

[quote who="Alstein" reply="108" id="2795894"]Actually here's a question- should there be a penalty for negative food? Such as population loss? One idea- when you conquer a city, it has to rebuild its population for mostly scratch, (maybe CHR*2%). Excess housing is destroyed in the takeover randomly. that might solve conquering= negative food. [/quote] Currently negative food

131 Replies 268,441 Views

[quote who="Frogboy" reply="104" id="2795863"]This is actually what we had during the betas and it was a nightmare. v1.1 is going to be dramatically different economically because population returns to being a proper resource. 10 small cities will still probably beat a single big city. But 10 outposts would likely get wiped out by 1 metropolis fairly easily.[/quote] Care to elaborate on what will make outposts and large cities diffrent such that lager citie

131 Replies 268,441 Views

You got the version with multiplayer enabled, so yes if you have it set to show pre-release and betas in Impulse then it is correct. Multiplayer is planned come out of beta on Thursday if all goes well.

1 Replies 2,749 Views

[quote who="Vokac" reply="4" id="2795837"]It would be Best Buy then, as that is where I got it and entered the code. Any Idea what it is? [/quote] Bonus material we do not get for 90 days. Based on the name, it is an extra quest to supplement the extreme lack of quests in the game. (quests = fun stuff to do and gain advantages from)

7 Replies 9,617 Views

[quote who="Gyb" reply="100" id="2795741"]As to adding 1 food cost to starting cities: Right now a Kingdom city requires (assuming you've researched Housing): Level 1 (10): 0 food Level 2 (25): 1 food (+1) Level 3 (100): 2 food (+1) Level 4 (400): 4 food (+2) Level 5 (1250: 11 food (+7) Adding a 1 food requirement to the level 1 city and not changing anything else would make the total food requirement for that city 1

131 Replies 268,441 Views

[quote who="Robert Hentschke" reply="2" id="2795727"] That's why a straight port of items or units is unlikely to work. Like a high level MMO raider romping around a newbie zone. That's no game. If at all, then these should be items that scale with the progress in the current game. Only then would the items be worth keeping in a persistent manner because the relative worth of "points" does change throughout the running game. Doesn't have to be weapons. Jewelr

4 Replies 7,161 Views

[quote who="Kalin" reply="96" id="2795713"]In my mind, there's only two real solution to the problem: 1) Incremental maintenance (city cost x-1 of a certain resource -usually gold- to maintain). So as you build more cities, you get increasingly harsh maintenance. This forces you to develop less cities to keep maintenance at a manageable level, and you'll only take on new cities if you know you can offset the cost. Basically, the CIV way. <br

131 Replies 268,441 Views

[quote who="ElanaAhova" reply="3" id="2795549"]Human vs fallen do have a modifier of +/- one on diplomecy. But that seems so minor and underplayed. About the races and species? I wish SD would allow most of the game to be customized when user set up a new world. Oh, if you do make 'differet species' how will this affect marriage and dynasties? A 'sluggo' proposes to a 'snugglie' and one says, we wont get offspring... [/quote]

16 Replies 13,866 Views

Carrying over stuff is better suited to multi-map campaigns (which might be a nice feature, story heavy campiagns can be easier to create this way because you can do a partial reset to keep the next part from being too easy), for the most part for unlockables it would be better to stick to recording stats and achievements. Even when you are meant to carry stuff over (like in the HoMM3 campaign), it is easy to get too much and become over powered. Example: I defeated the final lev

4 Replies 7,161 Views

[quote who="Lord Xia" reply="6" id="2795504"]You cant get Sarog as an Empire? I didnt know that. [/quote] No idea, but iut should be that way as Empires get demons and Kingdoms get dragons normally.

8 Replies 7,736 Views

[quote who="Lord Xia" reply="4" id="2795491"]Haha, 25 material, huh? Wow, what a worthless reward by the time you would finish this quest, I guess I'll stack it next to the 5000 materials I have. This is so depression. I want a magic Battle Axe or something bad ass! [/quote] Or the demon to give the empire's something to compete with Sarog.

8 Replies 7,736 Views

Spawn / Lair Level: I think it should be possible to associate named, abitary, numeric values with lairs that can be used to determine how powerful of creatures it should pump, the chance of spawning something on a given turn, and how powerful the guards will be when someone comes to take the lair out (this is in addition to game modifiers like creature spawn rating). Then there would be a tags for defining the calculations spawn chance, spawn rating, and encounter rati

17 Replies 71,208 Views

The main problem I see with this is it would be complicated as influence does not really have hard, visible numbers. I would suggest it be abstracted to just paying the gildar to enforce order and prevent corruption and other problems that come with having a large nations (also, zone of control is somewhat magic-y in nature).

18 Replies 14,346 Views

Branch off of an idea that was brought up at: https://forums.elementalgame.com/398418/page/3/#replies Currently the game has quests (though they are buggy) and goodie huts (which support encounters and may one day evolve into dungeons / ruins to explore); however, it lack monster lairs. [quote]having monster lairs that need to be cleared out. It would be especially good if they were near or on resources (or

17 Replies 71,208 Views

[quote who="Frogboy" reply="70" id="2795176"]Re Tom's idea, that's a map generation choice. Players could, for instance, do exactly that -- you can create monster lairs now. It's part of the base game. We just don't currently create randomly generated maps with resources guarded by monsters (though this is, indeed, an interesting idea). [/quote] It is in the game, but as the editor (so far as I can tell) will not allow you to modify the effects of triggers, it would b

131 Replies 268,441 Views

[quote who="shar2008" reply="30" id="2795194"]So ... is there a patch coming out thursday that will fix this issue then? Or do those of us that have the same problem need to email a copy of our saved games to have it fixed? A little clarity please [/quote] There will be a patch, unless it is determind unfit for release at that time.

38 Replies 167,550 Views

[quote who="Frogboy" reply="71" id="2795177"] If city levels provide more benefit than they currently do combined with better balancing of the amount of food in the world, you end up with a scenario where you can choose to build lots of cities that are low level or few cities that are high level. [/quote] Does this mean static increases for all cities (e.g. more prestige), improved / reworked level up bonuses, or more building options at higher levels? Or some combinati

131 Replies 268,441 Views

[quote who="Frogboy" reply="61" id="2795140"] The guy with lots of low level cities will get creamed by the guy with fewer high level cities. [/quote] That may be your goal, but unless there are other changes that have not been mentioned it will not work like that. Currently a pioneer takes 8 turns to build and one person is deducted for the population. Cities produce at least one person a turn. Therefore a city pumping out pioneers would only have its growth reduced by

131 Replies 268,441 Views

[quote who="Tridus" reply="19" id="2793661"] I've played them all too, and I think you're talking nonsense. The only time I could get a turn anywhere near that long is when it had multiple (ie: 5) tactical combats in it. That just doesn't happen that often, and the average turn length is FAR shorter. Just like the guy who thinks a real game of Civ takes 72 hours, you're exaggerating. It only takes that long if you're doing it really slowly. [/quote] I just played

34 Replies 125,761 Views