[quote]I'd like to see the AI have some intentional personality flaws. Like maybe an AI who holds a grudge way too much, and expends an inordinate amount of resources just trying to get revenge against an enemy who killed one of his offspring many years earlier.[/quote] This. Moreso than trying to make the perfect AI I would love to see lots of variety. Some that are super agressive, some that build super cities, some that focus on spells and of course some that are more b
edpfister
Not sure what happened to my other post so here's a new simpler one. Combat Speed. So this sounds like movement speed and number of attacks are tied to one another. If that's true I don't like it. A cavalry unit may be very fast but that does not necessarily mean it will be able to attack fast. Maybe I am not understanding this fully though. WINNER. TAKE. ALL. / Retreating Well I always prefer things that feel realistic and no
Oops, that post didn't work out as I intended it too. See the new one a few posts later instead.
[quote]Square tiles are particularly bad, because diagonal movement is faster then straight movement. If each tile is say 4 square meters (2x2, which to hold something like a cannon and supporting troops probably isn't a huge stretch), then a unit with a movement of 5 going along a striaght line can move 10 meters. But moving diagonally, it's going ~14 in the same amount of time. That is particularly gamey and doesn't make a lick of sense, though hex tiles fix it. Speaking of movement, you're
[quote]You know, sometimes I think that if the big names in the industry actually lifted their behinds and went for consoles only, we would be better off. Suddenly, games wouldn't cost horrendous amounts of cash for titles with updated graphics, shitty cliche predictable stories and stereotypic gameplay, and would take longer than 8 hours to finish. Our gaming PCs would cost much less since we wouldn't need GPUs with the power requirements equivalent to the output of a small power plant (that
[quote who="kyogre12" reply="1" id="2627694"] Tactical Battles. Tactical battles haven’t been part of the beta but they’ve been heavily discussed. Originally, tactical battles were designed to be RTS. Then Continuous turns. But as time has gone on, it’s become clear that the gameplay that people (and frankly that we enjoyed the most) was more closest to XCom. That is, turn based. Tile based. Moving units to the best spots. And eventually working to have your units in sp
Yeah, this game was something I wasn't really paying attention to until I read about there dynamic quest system (or whatever it is called). It is now one of the games I am most looking forward to. They look to be at least trying some new fresh ideas which is what this genre (and industry) really needs. Hopefully they can pull it off.
I'm not sure if that is the best solution but it is definitely worth looking into. I was also worried with experience only coming from battle. If a mage is sitting in town researching and casting spells he should also be getting experience. If not then you will soon find him weak in comparison to those other mages that are out there fighting. At a minimum there needs to be more ways to level up your sovereign or there needs to be an alternate path to getting
Yeah, I really haven't seen any kind of class distinction yet for the sovereign or for the heroes. From how things are progressing it looks like you can design your sovereign however you like. Want a "fighter", give him no magic books and boost his strength and con way up and give him some good army leadership skills for example. I personally haven't explored heroes much yet so I'm not sure how they level up. I'm assuming it will be like the sovereign (i.e. add po
[quote]While I am glad to hear that and I hate when I miss posts from Devs. The problem is not just housing but also food. Food Production takes up the same 25% of a city as housing does moreso in fact. They both need adjustment. The Fact that one Garden produces 75% of the food necessary for a single house, You need 4 Gardens for 3 houses. And while I know they aren't worried about the balance phase as much atm. I have a more long term concern for the AI due to lack of balance rig
Good observations but Froggy already said that you need to build too many houses to level up your city right now. I'm pretty sure they already know the balance is off but just haven't devoted the resources to really try to fix it yet. I think at this stage they are mainly trying to get to Beta 2 which means making the game stable and making sure the multiplayer is working.
Same for me. Before load they were fine, after load the pictures were gone.
There are a few I would love to see (in no particular order). Dragonlance (which I think someone is already talking about making). Always thought this would make a great TBS game setting. LOTR, Star Wars, Star Trek, Game of Thrones and some generic D&D setting. All of these settings are sorely in need of a really good TBS game. Not sure if any have really done them justice before. I know there was a Star Trek TBS (Birth of a Federation I think) that was
[quote]This also means that canon races should have bonus not available to cutomized faction.[/quote] You had a good post until you said this. Completely disagree. Customized factions/races whatever should have all abilities available. I don't want limitations. Restrictions could come from mutually exclusive abilities and points but not from trying to make a certain faction unique. Canon factions should be unique amongst themselves but shouldn't effect th
I would at least like to see a system where units have a few levels (3-5). Initially produced as "Green" units, then regular then elite or something. Have have each level only provide some minor bonuses so it doesn't become a matter of elite units running over everything. Research and buildings could speed this up or allow freshly made units to start at a higher level. I agree this is almost a must have in my book. It's simple, straightforward and there are
Another thing to consider in this discussion is what the campaign is going to be like. If you are just doing like you did in Galactic Civ 2, a linear 10 mission campaign where we are forced to play one kingdom than I really don't think lore is a big deal. If you are going all out on the campaign with customization options, branching story with real options, etc than lore becomes much more important. I am hoping for the all out approach for the campaign. What is the p
So I am one of those that finds the current system a little confusing but I think that is partially because it is not finished. Currently I don't believe race matters at all, does it. I think it would be possible to combine the faction and race into one entity to make things simpler. I like the idea of defining your kingdom with genetics and culture but I don't see why it necessarily needs to be separated. Don't remove any options just push them into one box. J
So one thing that concerns me is the distinction between race and faction. In most games like this (at least the big ones I'm aware of) you only have one of these. In MOO for instance a race is the Psylons and there is no sub-faction of Psylons that are a little different. In Civilization you have a country which is like your concept of a faction. They are all made up of men but have some small differences. MOM just has a race you pick and your leader s
[quote]I really hope that you are restricted to a very limited preset range of troops i.e 'Footsoldier, archer etc' for units made in conquered towns inhabited by other races. I didn't like MoM's system of 'capture town->create all their units' as it really took away my interest in playing other races if I'd already produced their best units, and as there were so many in MoM it narrowed the experiance for me somewhat. Taking a Trog city and designing lots of units as well as for my human o
I love customization and making new races is very nice but I think you need a strong foundation to your world which means focusing on your canon lore. Your campaign will probably feel shallow if you don't do this I would think. We will still have customizable races just not quite as complicated but I think that is fine. The crazy races should come later from mods or maybe expansions. My opinion is stick to instincts and go with your original vision. As for conc
When posting bugs I have been alt-tabbing out to do so. After about 5 or so times of doing this successfully I was suddenly not able to do this. The game came back with a black screen. I alt-tabbed out again and after that was not able to bring the game back at all through alt-tab or selecting the icon in the task bar. Music was playing though.
I see what happened now. My attacking unit was not destroyed but was on top of the city instead of inside it. I was able to click on his icon and have control of him from that point on. Unit should have gone back into the city after canceling the attack.
I tried to attack a peasant walking by with one of my units stationed in a city. I made a mistake in selection so I only attacked with 1 unit instead of 2 as I meant to so I clicked cancel. When I selected my city again the unit was not there. I tried this again with another unit and the same thing happened.
I had my sovereign move on a quest location that had a battle the same turn that a technological breakthrough occured. The sequence of events was very odd. If I remember correctly this is what happened. 1) Had my sovereign (with unit) highlighted so I see her move onto the quest location 2) Technology breakthough occurs 3) Battle occurs 4) Picking new technology occured Overall kind of disorienting and non-intuitive. Personally I would
Ok, I see now that it shows up when your town advances to the next level. I would prefer that items that need a certain city level still show up in the menu but be grayed out and have the text display why you can't build it.