RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
49 Posts 680 Replies 29,808 Reputation
Reply to So now what? in Business

It can be a bit counter-intuitive to take a step back and let others do the things you usually do, but the effects of overworking can have consequences that negate the benefits of applying your expertise in multiple areas. When you put out test builds I see that as smart working. Not everyone is going to try it, but as long as a certain number of players do and report back useful data, you've just shortened the time it takes to figure out if that new code works as you intend

21 Replies 43,140 Views

Maybe the natural counter to expansion is to just make all the monsters want to exterminate you. ;) It fits the setting and even some of the random events and dialogue text. Plus it makes holding onto the cities you have more rewarding instead of meh, I have another conclave, or oh look I have another fortress. When a horde of butchermen come shuffling over that hill and your cities just barely hold them off you'll be like, YES!

40 Replies 111,961 Views

1. I can't start a random map with the hero I want near the starting point. The ability to choose one (custom heroes too!) instead of randomising about a dozen times would be useful. I mean what's the point in modding new heroes if there's basically a one if twenty chance (or lower) that they'll show up? 2. There are some times that you just want a town or a fortress to do nothing. Maybe you have a tech finishing in two turns and you don't want to

221 Replies 588,081 Views

I suggested something like this in another thread but I'd like to see a sort of 'survival' mutator which means pioneers can't be built at all, instead they appear when you pass certain milestones. One milestone might be to clear out five monster lairs. And yes, especially when monster density is initially set to sparse, it really does take a random event that spawns new monsters and lairs to liven things up, because the land quickly gets swallowed up by cities. &

40 Replies 111,961 Views

In my opinion, pioneers should be hard to get. Not so hard that the AI struggles, mind. One of the things I loved about Civ 5 was that you got free units for filling out some civ traits, including settlers. Linking your success in the game to the rate at which pioneers show up would be one way to do it. Think of your empire as another thing that can level up, and pioneers are your reward for doing that. But of course, the higher the level, the longer it takes

82 Replies 256,777 Views

I don't know how people find the time to blast away merrily at their chums in shooty games, never mind a turn-based strategy game. The thing that kind of kills multiplayer for me is that once you've experienced the great heights and the great lows in a game, once you run out of things to do (and who wants to come running to see an underground canyon in Minecraft the sixteenth time?) and once your friends lose interest and stop logging in to play, you have this great void that

254 Replies 734,388 Views

The fact that a random game map is created out of stamps has implications for optimising the AI. I don't mean that the AI should cheat by looking at four tiles of an as-yet uncovered bit of map and saying 'oh this is stamp 239 I should see this and this three tiles away' although that did come to mind. But the optimal ways to move through that stamp and from one stamp onto the next can be determined while the world is being loaded, in much the same way that the light

84 Replies 214,591 Views

I'm not denying that there are situations where it's going to be pointless for the AI to resist. But it's also possible to crunch the numbers and come to the realisation that in X turns, it's possible to catch up to the human player. It's not just the current military might that the AI should be tracking, but the rate at which it is changing. A smart AI will take advantage of a marked decrease in military strength or a long period of no change to gradua

84 Replies 214,591 Views

Here's a problem that is common to both GalCiv and Fallen Enchantress. When you build up a superior (or even just a sufficient) military force, the AI stops trying to kick your head in and leaves you alone. This is a mistake. When you have superior strength, the AI should be scheming ways to pull the carpet out from under you despite that military strength. You can't be everywhere at once, after all. If the AI just leaves you to keep building up your

84 Replies 214,591 Views

If you overwrite an existing map (there's an option for that) you need to exit out of the game completely before you can load it. Learned that through much head-scratching and furrowed brows.

5 Replies 33,426 Views

Expert systems have the problem that weighting does not always produce the correct decision. They are quite limited in their capacity to deal with human ingenuity. The advantage humans have is focus. Instead of evaluating all possible options every turn in the hopes of turning up something good, we stick to one approach and then adapt if we run into something bad - for example, I might approach a city I want to capture but then back off if it's too heavily guarded, onl

14 Replies 24,027 Views

Really depends on how quickly old flash videos are phased out or converted over. How often do we take for granted the ability to cflick on a video link and actually be able to play it? Without Flash, a lot of those will end with 'sorry, you need the latest Flash player to view this.'

16 Replies 115,192 Views

Yes, resolution matters. I haven't had a chance yet to try running a 1080p TV with my mid-range rig but I guess it would hold up much better based on the performance I've got from a monitor with the same native resolution. Unfortunately I can't just pick up my box and carry it half a mile to find out. :P

18 Replies 94,018 Views

Units on horses have a base movement rate of 4 as opposed to 2. Roads reduce movement costs by a factor of 4 (except in enemy territory) so if your city's influence has only extended minimally, those cavalry units could have come from as far away as ten tiles to attack the city. That could be outside your sight.

4 Replies 9,188 Views

Okay well really: https://forums.galciv2.com/117780 https://forums.galciv2.com/98074/ Those two are the most annoying. Every now and then some bright spark gets it into their head to dredge up the long-dead topic of multiplayer GC2. You guys are done with GC2, right? These topics have served their purpose. If someone wants to research them to come u

35 Replies 147,484 Views

I'd seriously like for people to stop with the 'I have a bunch of friends' argument. So what? A lot of friends never express any interest in playing the same game together, they just hang out and chat about their games. I've given up on multiplayer in TBS because it's a novelty feature that will probably never get used. Hell, nobody I know has the slightest inclination towards TBS, it's racing and shooting games. :P

254 Replies 734,388 Views

The thing you have to watch, with larger-screened TVs, is that your computer has a sufficient enough GPU. It's definitely not a big problem for a rig already designed with gaming in mind, but one of those integrated graphics solutions on a cheap machine just won't cut it. I know because I tried playing GC2 on just such a computer, and I ended up having to go for a lower resolution to avoid black-screening and flickering.

18 Replies 94,018 Views

The advantages of an elevator are that it can be powered by a renewable energy source and there are no rocket casings falling back to earth. Any fuel that you take up into space on an elevator can be used outside the effects of atmospheric conditions where it is most effective. More to the point, you can build up a stockpile of the stuff in space without burning rocket fuel to get it there. When you come down the lift you don't have to worry about the heat of re-entry be

37 Replies 100,622 Views

Governors also reduce Unrest in the city - so a champion with just PotG will reduce it 5% and then a further 10%.

13 Replies 13,844 Views