Cikomyr

Cikomyr

Joined Member # 2129601
5 Posts 109 Replies 21,060 Reputation

I had an idea once, that was all about mixing the best of TBS and the best of RTS: Partial Real-time. It would be kinda similar to Europa Universalis or Star Wars : Rebellion (or even Mount & Blade's strategic map). You have micro-turns that pass at every 10 seconds, and these allow mini-movements on the map by your units or by the research. You can set the game to speed up until the next "event" strikes, which could very well be at time point 3.12446. What would be this e

187 Replies 424,221 Views

I kinda like the approach of a non-deterministic game put in Europa Universalis III : IN. You had random events (off course) that would influence your whole kingdom/empire, but also "National Quests" that could shape the game differently as your went on. You were sure of never having twice the same game, you'd always somewhat struggle to make sure your own empire wouldn't collapse due to overextensive wars or fi

32 Replies 70,445 Views

Sword of the Stars had a random tech tree, making each game different from another. I was very entertaining to adapt to a major breakthrough or a block tech path.

9 Replies 34,353 Views

[quote]What if it is caused by your "soul" or by exposure to certain chemicals prenatally or by exposure to magic prenatally (example, from a spellcasting parent), or by contracts with extradimensional creatures who have a thing for "bloodlines". etc etc. it is after all, magic.[/quote] I see what you mean. But in that case, it isn't inherited. It's attributed by your raising/bearing experience as a pheotus/child.

57 Replies 47,140 Views

[quote]This can be an ideal way to encourage recessive genes. More defects, but also increased chance of being mm recessive for the magic gene (M = muggle, m = mage). Of course, there is no reason to assume that magic has anything to do with actual GENETICS. its magic after all.[/quote] Magic isn't some sort of irrational and random pattern, it must have some roots in physical reality to exist. So ther emust be a factor that determine magical ability. If it's inherited (as it's often

57 Replies 47,140 Views

[quote who="tour86rocker" reply="43" id="2562226"]Is there a mechanism in place to keep cousins from marrying? That would prevent some of the genetic defects [/quote] Or the opposite. If you have two cousins which happen to be excellent spellcasters, you could favor their union to breed powerful wizards at the expense of other kind of champions. This is how races of dogs are designed, ya know. Why not make the same thing with Champions? ;) (not part o

57 Replies 47,140 Views

[quote]I never expect to see real budget numbers posted in public; that's business stuff.[/quote] Yhea, but some other questions might be answered. Like "how do you choose how many music you have in a game?"

26 Replies 96,902 Views

May I ask what is the musical budget for a game like Elemental (or AoW)? Because, how many songs do you need? How many variance in soundtracks do you want? Will you make songs randomly chosen from a list based on the player's alignment, gameplay orientation? Questpath? And how much does each song costs for a video game? (You may or may not answer any of these questions. It's just elements (pun intended) that somewhat bugs me when I think about the VG business)

26 Replies 96,902 Views

Why not do both? You can have basic roads that are developped organically with basic trade routes between the cities, and artificial routes like the ones developped by the Romans (serving the purpore of highways) that you artificially create. Basic routes would develop along trade routes. When a trade route between you city A and B is set, it's inneficient at first. But you might want to set a small amount each gameyear to develop that road, so it's becoming more efficient over

120 Replies 205,397 Views

Idea 1) Essence lost on death. Let's say you automatically loose 5 essence points to bring your sovereign back to life. He effectively wills himself back into reality (a la Dr. Manhattan). But you could also play with that concept. How about loosing more essence if you die in ennemy territory, and some of that extra essence goes into your ennemy's pool of essence? So if you die while attacking the ennemy's capital, you lose 2 essences to your ennemy, and you have still to spend 5

119 Replies 284,329 Views

[quote]While poorly phrased, I think that's one of the reasons I like tactical combat as well. Not only does it make it very unlikely for that situation to happen (I've seen it happen in Civ4, and I'm always ticked) but a human player can 'see' it coming and go 'I'm getting out of here!'[/quote] Civ4's probability calculator was poorly written, by the way (and not always reflecting the truth). You shouldn't criticise these auto-resolve based on it. (bloody hell. I'm trying to

185 Replies 515,283 Views

Yes, but while MoO2's tactical combat vas very nice initially, I always felt it was more of a chore at the end. Seriously, I got so bored having to always more every single one of my ships at every single freaking battle. About the "if the AI sucks, let Frogboy develop a new one". I feel like he's already struggling a lot to create the best Strategic AI possible, and that is still a far way down (even if I feel like he's had the best AI in the video game industry). Asking him to impli

185 Replies 515,283 Views

I am with Luckymann on that one. Tactical Combat does not a good game make. If you have tactical combat, it gives the human player an edge the ennemy AI doesn't have, unbalancing the game elements. If the AI already struggle with strategy, asking it to go for the tactics as well is not optimal. I had a suggestion once posted on the GalCiv2 forum, which could incorporeate tactical genius with less micro-management on the part of the player. Wait a minute... finding link...

185 Replies 515,283 Views

Everybody, save that picture, and start doing face analysis. We have to trace back these people. With ennough blackmail, one of them will give us Bear Cavalry, I am sure of it.

62 Replies 152,166 Views

*sigh* Sounds awesome. As ever. LOOKS awesome too.. Can a non-standard development of your game work too? If you don't want to be the King of Channelira, can you be a channeler-for-hire, with a small outpost with extremely trained soldiers and wizards, going around selling your services to the highest bidder? Ending up, maybe, dominating some nations under vassalage?

64 Replies 188,759 Views

[quote]Don't forget those of us that like to play the peaceful magician, healing the land and weeding out the weak races! I don't want to go to war too often. I just want to phase out undesirables.[/quote] We'd need something like a religion in the game, for proper cultural invasion/domination. After all, if Channelers are really that awesome, they could easily be perceived as God by the common people... Channelers could choose wether they want to set a religion about them or

81 Replies 289,285 Views

[quote]you know, they were trying to do that in star trek. In Next generation, Picard's friend is working on the project and asks picard to retire from the entirprise to become a supervisor on the project. Something about creating build-up on the upper mantel or something like that. I'm surprised they hadn't found the hard part to be "not killing everybody by flooding the world" rather to be actuall land movement. Tractor beams. All you really have to do is adjust the doppler frequ

47 Replies 107,031 Views

[quote]What will happen to caravans that are sent to city when production is turned off in that city? Will the continue to it or change their destination? Will it be possible to specifically sent ressources to a city that doesn't need them yet ? Will there be a way to send manually ressources in warehouse to another one?[/quote] I sent this to other peoples: I might want to suggest another twist to it, which will make the game more interesting (maybe more depth). I

565 Replies 1,541,285 Views

[quote]I like this idea...am I understanding it right? Lemme do my version. Each time you start a world there are different variables that determine the 'flavor' of the world. AND possibly the player does not know right away what these factors are. Maybe there is a rarity of horses, or abundance of dragons, or metal is virtually non existent ( game breaker?)[/quote] Exactly. You are effectively playing a different game every game.. Or at least, a different environment

83 Replies 199,135 Views

Hi there. I always have been a fan of GalCivI and II, but one thing always slightly itched me; the dichotomy between "Major" and "Minor" races. Usually, among the major races, some end up being pretty minor in themselves, some others are mid-range. If we'd done away with Minor races, I don't think there would be much of a difference. Over the course of the game, some would survive, some wouldn't. Some would expand, some would loose ground. If we end up with an economy like wha

10 Replies 48,648 Views