Cauldyth

Cauldyth

Joined Member # 1291334
5 Posts 640 Replies 10,150 Reputation

But what if there's an option for the game to auto-pause after every turn? Perhaps it's best not to think of it as pausing at all. 1) Issue commands to your units. 2) Push the "Next Turn" button and watch them get executed (along with the commands your opponent issued). 3) Once the turn is done, you can then issue the next turn's orders. The only difference between this and MoM would be that the orders get executed simultaneo

92 Replies 224,373 Views

I think having armies of mostly humans actually helps emphasize the fantasy nature of the non-human elements. If masses of human infantry are common, but dragons are rare, then what you'll see is those dragons laying waste to vast numbers of human soldiers - bodies flying everywhere, massive carnage, all that good stuff. :) If you had armies that were largely composed of dragons, demons, and all sorts of other powerful creatures, then they'd just sit there and ban

63 Replies 52,154 Views

From what I've read, the battles won't really be real-time. They're more like simultaneous turns. You queue up your orders, and your opponent queues up theirs. Neither set of orders are actually executed as you issue them, they're just noted by the game. Then the game executes both sets of orders simultaneously. You can then pause, issue new orders, and so forth. If you look at the combat screen shots, the positioning of units is grid-based

92 Replies 224,373 Views

[quote]SO ... won't be the "I split my power between lots of heroes" be the alph an domega of strategy? Because you'll become immensely powerfull really quickly.[/quote] The interview says that investing some of your essence into making a tile suitable for a city results in a permanent loss in your total essence. Perhaps investing your essence in a hero results in a similar loss. You may get more more XP, but there may be some other aspect o

63 Replies 52,154 Views

Yeah, sounds good to me. Things like this that add more flavour are always nice additions, as they add variability and unpredictability to each game. The "common" resources will always be important, but most empires will eventually obtain them one way or another. A rare resource which isn't critical to have but which provides unique bonuses adds a nice new angle to it all, and one more thing to fight over.

4 Replies 5,405 Views

[quote]There are other animals in the world other than horses.[/quote] Ooooh, does that mean I'll be able to have my knights ride pandas instead of horses? [e digicons]:grin:[/e]

38 Replies 21,744 Views

[quote who="Frogboy" reply="15" id="1933359"]But my opinion is that if they die, that's it. [/quote] That's my preference too, as long as the AI doesn't do something stupid and suicidal like send its Channeler into battle at the head of an army of 6 squirrels. If the AI is competent at protecting itself, then I really like the idea of it being a game ender.

218 Replies 491,837 Views

[quote]I think one of the key things here is that sometimes there is no subsitution for time. In GalCiv or most other traditional 4X's, if you build enough factories, you can crank out an amazing # of units per turn. But that is a uni-dimensional design. There are other factors in place including time to train, delivery of resources from other places, etc.[/quote] Sounds good. Does that mean there won't be any "Quick Buy" options for units?&

148 Replies 497,201 Views

I've always liked the Settlers mechanic (the original game, I haven't played any of the sequels) for resource distribution. You've basically got supply sites and demand sites. So, for example, say you have a city that harvests Wood. If there is no demand for Wood, it just gets stored. However, if a different city has a demand for Wood, such as constructing a unit/building that requires it, the resource would automatically start being shuffled towards that city. T

148 Replies 497,201 Views

Yep, sounds very good to me. Magic is the currency of the game. Spend it expanding, and you don't have much left to defend yourself or do other things. It seems to have been inspired by Tolkien (not surprising, since a lot of other parts obviously have been too ;)). Morgoth and Sauron were incredibly powerful, but "invested" much of their personal power and malice into creating their followers and armies of hideous things, and dominating the land. Each time they

12 Replies 8,534 Views

Just a personal opinion, of course, but I really like the "if you die, it's game over" mechanic. As you point out, one of the big pros of this is that you don't have to clean up the map to win the game. When you crush an opponent sufficiently well to be able to kill the leader, that's good enough. I'm not too worried about it being too easy to knock off a leader with a concerted sneak attack. From everything they've said, leaders will be _incredibly_ p

52 Replies 141,670 Views