Always love your videos, not just here for also for Distant Worlds and Crusader Kings 2. Maybe it's that sexy accent? :D Either way, glad you like the same games I do, because you keep surprising me with videos for games I'm considering buying. :)
Cauldyth
My only reservation about it (keeping in mind I haven't actually played it) is the apparent rock-paper-scissors of the ship design. They have the same 3-weapons vs 3-defenses that GalCiv2 had, and it was my least favourite thing about GalCiv2. The battle card concept may shake that up a bit, and of course I haven't seen what becomes available further down the tech trees. It's possible there are some weapons down there that also shake things up beyond "Lasers, Str
Here's an interview with the developer: http://www.spacegamejunkie.com/featured/endless-space-qa-a-child-of-civilization-master-of-orion-and-total-war/ Sounds very interesting. Tempted to preorder.
I have no idea what will be in the new expansion, all I know is that I'll be buying it. ;)
On a different note, I'd like to see Fallen Enchantress aim big along the lines of things Warlock has done. In Warlock, there's a whole pantheon of gods. You can do quests for them, which ingratiate you with the god who gave the particular quest. As you continually improve relations with a particular god, they start to grant you things like access to special spells. If you improve relations enough, you become a champion of that god. &n
Ah yes, the internet, how I love you. Home to the best drama queens ever to walk the earth.
[quote who="Glazunov1" reply="120" id="3136170"]We need to keep a sense of proportion, state something once or twice, and back away.[/quote] But that goes against the misplaced sense of entitlement of the internet hordes! :D
[quote] If you have 100 Magic Knowledge (because you have been researching a bunch of magic techs) you can trade that to another player and he will get 100 research applied to one of his magic techs. Once you trade that knowledge away it is in the world and you can't trade it to other players (ie: it's gone). We didn't want straight tech trading but this was a good to represent the ability to share knowledge.[/quote] I like!
[quote who="Greyclouds40" reply="42" id="3119480"]One concern over spears: if spears turn out to both pierce armor AND eliminate the bonuses affixed to other types of weapons, then what weapon counters spears? Will spears be extremely heavy (reduce movement) or have lower damage output? [/quote] One drawback is that they require two hands (Kael's write-up mentions that Krax has one-handed versions, which implies everyone else gets two-handed versions). That means no shi
Sounds great! Screw balance, make the game fun and diverse. MoM had virtually zero balance, yet people worship the silicon it was coded on. Imbalance also provides a nice way for players to make the game more challenging without having to let the AI cheat. Pick the underdog race and stack your opponents with the overpowered ones.
[quote who="seanw3" reply="7" id="3118624"]Keep in mind that Fb is only giving us a rough example there. Once we move to the 1 tile system, the tile art can be changed in scale. It might look more like this:[/quote] Beautiful! That's exactly what I was thinking of. [quote who="Heavenfall" reply="8" id="3118631"]I also want the city screen to show surrounding terrain around the city. If there's a river in the background, it should be on the screen.[/quote] <p
I've made my preference for 1-tile cities well-known, but I'll reiterate some thoughts why here: Large multi-tile cities, even non-snaking ones, are aesthetically unpleasant. They just look like random collections of things, and occupy so much space on the map that it no longer makes the map feel right. The strategic use of the current system of placing buildings is questionable. Either you use the mechanic to strategically expand your ZOC towards
I'll submit another vote for 1-tile cities with a separate city view, and no control over placement. The 9-tile solution proposed here solves the snaking problem, but I still don't see what advantages it provides. Sealing off chokepoints with a sprawling city isn't a very appealing way of offering strategic control. Let us build separate fortifications instead. Besides, Raise/Lower Land completely nullifies the sealing of chokepoints anyway.  
Very nice. :)
Well, since the first time I saw Elemental in action, the thing at the top of my list of things I wish they'd change has been the sprawling cities. I really hated it. So obviously I'm in full support of this new direction. 1-tile plus a sub-tile here and there is fine by me. Seriously, of all the announcements of changes in FE, this one has me the most excited. That's how much I hated it before. When the distance between cities is about the sa
[quote who="Frogboy" reply="30" id="3113562"]That a city on the main map would be 1 tile and would "grow" a little bit based on what level and specialization it was but the improvements would be built on a separate screen ala Civ. You could look at your pretty city in the city build window but on the main map it'll basically be 1 tile with each faction having their own unique city looks.[/quote] I may have missed the original announcement of this, but I will just say... sweet
Yeah, I had a blast playing the Duke of Bohemia. I'm really looking forward to the full game. Incidentally, on the startup screen where you select one of the four characters available in the demo, try this: Select one of the four characters. Click Play. Quickly click on the province of some other character you'd rather play instead. Bam! You can play any character you want. :)
Love Brad's comments about getting rid of manual placement of improvements, and making cities more unique. As a builder, those two things will make me very happy!
I was glad to see dynasties go, and have no interest in them returning. The just don't fit in a game like this. I have yet to see any suggestions that didn't make them feel like they were shoe-horned in, just because they sound like a neat idea. Crusader Kings 2 is coming very soon, which is a much more appropriate game for dynasties. :)
Yeah, if I had a magic wand to change one thing about the game, it'd be the sprawling cities. No offense to the devs, but I really, really hate it. Like, really hate it. I want 1-tile cities. 1-tile per city size is fine too. And to top it off, I had assumed that clicking the Build button would have the game choose a suitable location for me. It turned out that me moving the mouse cursor around on the left side of the screen where the
[quote who="RavenX" reply="76" id="3059171"]Can we still get married and have kids and stuff?[/quote] No, dynasties have been removed.
[quote who="Frogboy" reply="51" id="3057652"](6) If you are having trouble launching the game, make sure you add the RAM paramter to himem.sys in your config.sys (7) If possible use QEMM386 for optimal stability[/quote] It is cruel and inhuman of you to dredge up these painful memories for me.
[quote who="Seleuceia" reply="43" id="3054536"]Am I the only person in the world who enjoys Civ V more than Civ IV?[/quote] I'm in that camp too.
I like that one page of the spell listing only covers the beginning of the Bs to the middle of the Cs. Implies there are a fair number of spells. :) Edit: And I had to look up what 'ineluctable' means. :D
Colour me impressed. :)