Gazz_

Gazz_

Joined Member # 1066013
49 Posts 677 Replies 20,364 Reputation

Large scale destruction has rarely been prettier. =) Have you ever experimented with creating a mushroom cloud effect for something like Infernal? The colour of your Infernal spell means a temperature of maybe 800-900°C. The hotter it gets, the more it shifts towards the blue. At really insane temperatures (like with a nuke) you get a white-out from sensory overload.

121 Replies 319,921 Views
Reply to Why MoM? in War of Magic

I hope that we don't. I'd rather have a game/mod that takes the good concepts of both games and creates a better one. I want Overlord of Magic, not just Master. =P

88 Replies 285,258 Views

Something that would "flesh out" the game without altering all that much actual gameplay: The sovereign's profession, like Merchant or Miner, should define the title . A Merchant sov named Hugo would be called " CEO Hugo " while the miner sov would be " Foreman Hugo ". This would mostly mean editing the few communication/interface bits so no really deep changes. However, I would like the prof

9 Replies 81,677 Views

I'm a balance nut but my definition of balance is not necessarily yours. =P I want the systems in a game balanced. Troops vs Magic. Fire vs Earth vs Life. Kingdom vs Empire. Diplomacy vs Warfare vs Economy. And that does absolutely not mean making each school of magic a carbon copy of any other. Much to the contrary. That a difficulty level is called "normal" doesn't mean that I expect the AI to play as well as a "normal" human player. Yes, the GalC

140 Replies 327,271 Views

With a system similiar to the current mechanics, I do not want such epic battles. Manually controlling 6-10 "units" step by step is about the max I can imagine doing. But 15 or 20 units? Naaaaaah. One turn would take forever. If I could organise 3 units to a formation and they'd move and turn as one - as a 3 unit wide "unit", yeah. I can see that working. "Massive" scales are far better suited for re

420 Replies 1,128,504 Views

Come to think of it - why should you pre-select what spellbooks you "know" at sov creation? Another approach would be that only if you control a fire shard, you can research fire spells. If you lose the shard, research stops. What should be assigned in sovereign creation is certain perks, like an affinity to fire magic, lower cost, better effects, the usual suspects. But why should you be able to explore fire magic without a tie (shard) to that element at all?

26 Replies 19,250 Views

When you tilt the sector map, you can give that order on the "other plane" but it's obviously not an ideal system. You can give an AP order to go to a defined point in 3D space, though. It's still largely pointless because X3 battles are fought practically at knife range and are quick. And you really don't need the Z axis often. The sectors in this game are pretty flat. Games like Taskforce 1942 had more of a battleship feeling where you would walk the artillery towards

135 Replies 556,114 Views

I usually play MoM on "normal" so obviously don't care about the challenge bit. To me it's a colourful Sim City. With elves. Sometimes I run out of time and have to start researching that stupid spell of mastery but owell. Time to start a new game... Playing for the high score just isn't my game. I did that once or twice in GalCiv but the experience was too painful to repeat voluntarily. (entirely too much minmaximg to get anywhere decent) I'm all for someon

53 Replies 217,584 Views

I know this wasn't the question but shouldn't it rather be what the engine should be able to do? Things that probably won't undergo major changes like editing item/unit stats would make good modding examples for now but when tinkering with spell creation I constantly run into... can't do this, can't do that... because it's not supported. It was never meant to be so I can't really complain. =P Things like multiple resources or conditions required (and not nec

154 Replies 397,752 Views

You can already click on a point on the sector map and your ship will go there on autopilot. Weapon loadouts can be assigned via hotkeys and there are quite a few turret scripts to choose from. There are tons of scripts to do all kinds of such things.

135 Replies 556,114 Views
Reply to Why MoM? in War of Magic

Well, the unresearched spells are just written in a different font. Back when I was going nuts with MoM I would simply read the list of unresearched spells and decide if I had gotten the right ones. It's actually not that hard because you already know the number of letters in each word and say "Invisibility" must have 3 lower case "i" in it. (and there is barely any difference between upper/lower case) So if a spell has that combination of symbols in the right places... yo

88 Replies 285,258 Views
Reply to Why MoM? in War of Magic

Obviously - download the latest version of DosBox. The one that comes with MoM may work but *shrug* I then copied dosbox-0.74.conf from wherever DosBox installed it on my computer to the MoM folder. Let the explorer find it. In the config file I didn't change much. Mostly for a better display because 640x480 (or whatever DosBox scales it to) looks crappy on a 19" screen. So for settings only: fullscreen=true

88 Replies 285,258 Views

[quote]Well, why not just make a city list screen rather than limit it to 5-6 cities? See, there are a lot of us who actually like to build little outposts for flavor and to use as forts or choke-points. I was playing last night on a continent with a narrow neck of land between the two. I built forts at the choke-point and stationed my troops there.[/quote] Noone is against strategic city building. It's just that there shouldn't be many "real" cities to actually manage and interact

145 Replies 84,471 Views

[quote who="Frogboy" reply="2" id="2768364"]I think we should come up with an XML list of names for each faction and have the name generator pull from that. [/quote] And an April 1st version that generates names based on the registered forum user names. =P

10 Replies 8,019 Views

[quote]But they aren't really cities...are they? They are outposts. 12 guys in a tent (a la Brokeback mountain) exploiting the resource, we just have the ability to develop a city around them.[/quote] With the current implementation that makes no difference. There is no way to navigate to the city other than remembering which one it is on the map. Outpost or city... they all take one spot on the scroll bar so it's not at all helpful in manageing your cities.

145 Replies 84,471 Views
Reply to Why MoM? in War of Magic

While 1.4 fixes a truckload of bugs, it also breaks the "W" hotkey and I happen to use that quite a bit. *grumble* It also fixes me being able to build my transcontinental bridges. LOL I played a uhh... quick game on Sunday. Alas, work totally sucked today. Gawd I need sleep. =P Balance can still go a long way if say Life gets very weak damage spells. Water could be low damage over time but multiply the unit's combat speed by 0,9 every turn, eventua

88 Replies 285,258 Views

Let the bodies hit the floor, let the bodies hit the floor, let the bodies hit the floor ... It would be quite the effort to keep track of those, though. Your squad of 4 loses 1, moves a bit, loses another soldier. Then you cast heal on it, bringing it back up to 4. Would the corpses vanish when their unit of origin is healed or could a squad of 4 leave 6 corpses...? If the corpses got munched on

18 Replies 13,452 Views

[quote]The AI spams the cities as crazy as long as it has food to support hem. [/quote] Yes, and considering it always builds a city (or houses) regardless of having food or not... =) Without the city spam, every AI city would get enough houses to get to level 5. Easy enough if you don't need food to build houses. So in a rather sick way it's a good thing the AI spams cities because proximity is the only limitation to how built up a given AI city can be.

145 Replies 84,471 Views

That's a fan-made patch that re-balanced the units/spells/buildings by altering the LBX files. For instance, magically summoned creatures were not just "meh" but you got some firepower for your trouble. All download sites have since gone the way of the dodo. I found the 1.4 patch on Petrell's Domain . That's a hack to the executeables to fix a lot of UI and AI bugs in those . </

15 Replies 92,844 Views

If you're asking for a purposely imbalanced game that's like asking for a game of chess where black has the same pieces as white - but only half the number. A balanced game might be when the sides are equal and black has no rooks but two queens instead of one. Different, yes, but either side could win. GalCiv is a very well balanced game because entirely different strategies can interact and even win. The super diplomat can defeat the warlord... without ever firing a shot

53 Replies 217,584 Views

Mostly - WOM is not intended to be played with more than 5-6 cities. This is quite obvious when you look at the city list screen. There isn't one? Well, that's my point. There is no way to get an overview about which of your 60 cities is producing metal, which are putting out gold... All you have is that one scrolling bar which is scrolling erratically, too, because a part of the icons blocks mousewheel operation. In 4X games like GalCiv there is a colony sc

145 Replies 84,471 Views
Reply to Shop depth in War of Magic

You're basing this "loss of advantage" on the current balance of champions vs troops. Since that is very much broken anyway, it's very likely to change... somehow, so I wouldn't base too many guesses on the current balance.

9 Replies 7,473 Views