Frogboy

Frogboy

Joined Last seen Member # 1
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[quote who="strager" reply="3" id="2682525"]Speaking of Diplomacy - Can we still trade technologies? What about complex alliances (3 or 4 players forming some kind of group alliance etc.)? Outside of trading stuff what else can you do? Also how is the dynasty system coming along? Been waiting to see the finalized version.[/quote] For v1.0, no. The tech trading in GalCiv was never satisfactory and we are trying to avoid that here. Buy beyond v1.

118 Replies 214,517 Views

We plan to work on Elemental for as long as it's profitable. :) And since we code it ourselves, we can implement all the ideas we and the community want to do.

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This was my check-in this afternoon of what I did in the past 24 hours to give you an idea of how fast progress can be. :) And this is just me and I'm just one person out of 19 full time people (not including shared Stardock resources like QA and testing and such) working on the game right now. Brad (12:00 PM) + AI designs better units + Sovereign more aggressive at goodie hut finding + AI now makes use of external resource

127 Replies 358,515 Views

[quote who="Tormy-" reply="65" id="2682179"] Quoting psychoravin, reply 56I'm not fearing city spam so much now as I am fearing city GLUT (spreading out so far all the cities are touching one another or nearly.) I absolutely agree, I don't like this at all. Here is my reply in regard to this.[/quote] It would be really really dumb to build your cities tightly together. Your best bet is to build fewer cities that are spread apart and connected by roads.

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[quote who="Sir_Linque" reply="59" id="2682137"] Quoting psychoravin, reply 56I'm not fearing city spam so much now as I am fearing city GLUT (spreading out so far all the cities are touching one another or nearly.) What's the use of pioneers when all you need to do is expand your borders? Pioneers probably become obsolete now. Except for founding cities, of course.[/quote] That's all Pioneers do now too. Found cities.

105 Replies 292,526 Views

[quote who="goodgimp" reply="38" id="2682147"] Quoting Frogboy, reply 21Re: Multiplayer - our main focus for release day on multiplayer is to make sure it's FUN to play for the widest number of users and then, from there, create lots and lots of options for custom games. We're still evaluating whether tactical battles will be in MP initially or whether to implement them somewhat differently for MP later on. The tactical battles are fairly critical for m

127 Replies 358,515 Views

Re: Multiplayer - our main focus for release day on multiplayer is to make sure it's FUN to play for the widest number of users and then, from there, create lots and lots of options for custom games. We're still evaluating whether tactical battles will be in MP initially or whether to implement them somewhat differently for MP later on.

127 Replies 358,515 Views

[quote who="KillzEmAllGod" reply="3" id="2681992"]will “World Difficulty” effect how soon higher level monsters spawn, was a bit unsure if you would have this. the UI really will need some love maybe even some nice art in it? so any plan of adding attack types for weapons?[/quote] No. The spawn rating of monsters is dependent on players going up the adventure tree. What the world difficulty will do will be to determine how ambitious they

127 Replies 358,515 Views

I agree with what you're saying. I strongly agree about the shard requirement issue. The shards are ONLY supposed to be needed for the most powerful spells and ONLY because they are "Game ending" spells. I.e. the shards allow us to let players who know they're going to win the game eventually because they control so much but don't feel like grinding down the survivors a way to just wipe them out in a fun way. Unfortunately... some of our spells went a bit overb

12 Replies 49,685 Views

[quote who="Annatar11" reply="7" id="2681214"] The Sins economy got reworked between the end of the beta and release. It would be more effective to say that Advent were added between the end of beta and release [/quote] LOL. I forgot about that. Not all the factions were in the Sins betas.

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yea, you'd need to summon a boat and then cast an e3nchantment on it that allows it to ignore blocked tiles and then it could fly. WE, however, won't be doing that. What you guys do on your machines though is none of our business. :)

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Yea, the plan was to divvy out experience by the level of the units. That is, the higher the unit, the more experience they gain from the battle since they probably did all the real fighting. :)

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A party of units remains a party. Once they are made, they are grouped together. That's why they have such steep discounts on production.

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