Here's an example from Medieval: Total War of using banner filling to show army strengths. You can tell at a glance how strong the various armies are.
Cauldyth
Maybe this has already been suggested, but I didn't find anything. One cosmetic issue that's been bugging me is the representation of armies on the strategic map. It currently doesn't 'feel' like an army in how it's represented, it just looks more like a gang of friends roaming the countryside. The visual indication of the power of the army is also lacking. What I think would be very helpful both in terms of visual feedback as well as atmosphe
Brad, you left Resoln out of your list of faction descriptions. ;)
Having been to your fine country, it doesn't surprise me you guys are so happy. Beautiful weather, thousands of miles of empty beaches and coastline, tropical rainforest, delicious seafood. ;) On the Australian political front, I can't resist posting this... http://www.youtube.com/watch?v=GFELLK8htKM All those British political satires are going to need to step up their game. They've ju
Yeah, I can't believe I left siege weapons off my list. D'oh!
I really think something like this needs to be done. Capturing a city, especially a major one, should be an accomplishment. It would also help address the AI issues that Brad mentions in this post from the first thread that Satrhan linked. The game currently favours offense too much. Increasing the power of defense a little will help with the pacing of wars, and also help the A
Tell us how you really feel. :)
And by number of units, I don't think he means total number of units, but rather how many different units are there. 10 copies of the same character model takes less memory than 1 copy each of 10 different character models.
[quote who="discodog" reply="18" id="3157695"]Thanks everyone for your replies to my post. Even though many people here seem to find Diablo distasteful this thread didn't devolve into personal attacks and in fact some people have had some really good input for the developers. This is an excellent community. (Also the team should take the weekends off, your right.) Let me boil this down to a more interesting question. Is there a game, with interesting mechanics,
[quote who="FutileEmotion" reply="11" id="3157430"]One thing that Diablo does that Elemental could do is progressive unlocks. Say that you have to win a game with a particular race to unlock the next race. Or maybe you have to do something specific in game (cast 25 fireballs) to unlock a pyromancer soveriegn trait. This would add some game-to-game progression that could add to the addiction level of Elemental.[/quote] I hate that crap. Let me play the game I bo
Yep, definitely. Particularly the part about more unit types and more stuff.
I know it's been said before, but... one way would be to make capturing cities a lengthier, more difficult affair. If an attacker had to seige and/or wear down the defenses of a city over a number of turns before taking it, wouldn't that help with what you're describing? I've always preferred games where cities/planets are hard points. I like the city defense mechanic in Civ5 and Warlock for that reason. Distant Worlds also struck a nice balance. &nbs
[quote who="joasoze" reply="71" id="3152992"]You set taxes to none and complain about going into the red?? (episode 21. Yes, I have seen em all up to 21) Forget it. You discovered it later [/quote] I wonder how many of us were yelling at our monitors while watching that episode. :D
[quote who="scifi1950" reply="20" id="3151846"]Rule number 1 in playing a Beta - don't get attached to today's version, it'll change tomorrow. I agree that .914 isn't as much fun for me as .913, but telling the Dev's what isn't working for me in the new build is just part of the job of being a beta tester. It's ok to have opinions & express them in a constructive way. Just remember the game will ulimately be an expression of the
Good to hear. I'll check out some of the videos in the 6-7 range.
I've only watched a few of the episodes scattered through, but I do have one question. Were you ever on the ropes in this game? I may have missed episodes where you were, but it seemed like episodes I watched just involved the methodical elimination of enemies. Of course the AI is a work in progress, this is not meant as a criticism of the game in any way whatsoever. Just curious if the AI ever had you reeling.
If nothing else, Warlock has certainly inflamed people's passions. ;)
Nevermind, found it. :D
Tom Chick had some very nice articles about SPAZ (Space Pirates And Zombies), complimenting games like it which are gutsy enough to change the rules on the player part way through. That's not to say literally changing the game mechanics, but changing the nature of things the player needs to contend with. 4X games in general could use some sort of late-game shake-up of epic proportions.
[quote who="Frogboy" reply="7" id="3149740"]I'm getting myself in trouble in certain forums ranting about the not so positive reviews of it.[/quote] Link please! :D
Meh, I bought Warlock, but I'm still not taken by it (though I'm still happy to support 4X TBS in general). Reasons why it will never scratch my MoM itch, that currently only Fallen Enchantress looks like it may scratch: Very thin on diplomacy. It's essentially a wargame, where all there is to do is fight. Sure, MoM's diplomacy was pretty crap too, but hopefully FE can shine in this area. Very, very thin on economics and empire manage
It could be that a faction doesn't know how to efficiently operate an improvement that they can't build. If they did understand how to use it, then they could've built it themselves in the first place.
Here's a link to the Beginner's Guide: http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=53810
I will wager non-negligible sums of money that Warlock is a success.