[quote who="larienna" reply="7" id="2997060"]There is 1 advantage is having city buildings on the world map. You can see what is in the city without the need to enter a city screen. [/quote] Can you? Really? Or do you end up mousing over? I know I do.
Sethai
[quote who="Jon Shafer" reply="42" id="2994945"]A single production queue forces the player to choose what is most important for a city to build. Good strategy is all about having to make important choices. It SHOULD be tough to have a strong economy and military. Of course, the military and economic paths should also be balanced (otherwise it’s just a bad strategy game). [/quote] Why should it be tough? Is it in the game's design doc that we should be sc
[quote who="Ben Yeoh" reply="22" id="2994778"]Balancing small vs large empires is a good thing, but I think that simply reducing the population growth rate with increasing number of cities feels forced and quite unintuitive. After all, I don't know a real-world parallel that reasonably explains this game mechanic and that tends to break immersion for me. [/quote] Agree completely. This is the prestige penalty by any other name.
Everything being done is pretty much exactly what's required. Very encouraging. The changes to unit design are interesting. Is this the alternative to being able to upgrade old types on units into new ones, that they are automatically
Yes, you’re right there is migration as well, especially initially, but actually the distinction between immigration and reproduction is largely unnecessary when you consider a country or town as a closed system. Populations usually expand because they have means to do so. If there is the means to support life (in elemental best measured in terms of food) then people will appe
The change to tax income is a strange one. I can see the logic in it as gold was basically not a factor in the late game in previous versions. However, going to the current model (where income is not proportionate to population, but steadily flatlines) is questionable. Twice as many people really do pay twice as much tax, and explanations of "beaurocracy" seem pretty hollow to me. If you want
[quote who="Heavenfall" reply="69" id="2990836"]I think people need to calm down about 1.4 and 1.5. If frogboy is alone on it... it will be polish, and that's hardly frogboy's expertise jugding by 1.3. If he says there's a weapon re-balance that probably means a few weapons and a few armorpieces. [/quote] I AM PERFECTLY CALM!
[quote who="Bellack" reply="57" id="2989998"] Personally I would perfer a system much like AOW:SM. Each Hero/Champion with spell casting has his own mana pool. And the Global Pool should only be used by the Soverign but can be cast anywhere in the Zone of influence of his kingom or Empire. [/quote] I can understand the desire to unshackle tactical magic from the strategic mana pool, but I’d like to come out in defence of the status quo, which has at least got sim
[quote who="Sir_Linque" reply="44" id="2989615"]Sethai, rolling multiple dice produces bell curves. Only rolling a single die doesn't form a bell curve distribution. It's just a matter of semantics whether you call it rolling dies or using a bell curve. [/quote] Correct, but you misunderstand me. The issue is not just getting results to be more consistent, but when and how. As far as I understand they are implementing a bell curve approach for all attack rolls. Yo
Personally always thought that artificially normalising hte random number generator with a bell curve felt like a bit of a cop out. I think you'd solve the problem a lot better in the long run by making characters and monsters behave more like units and rolling multiple dice per attack. Ie, so a hero with attack 10 rolls two ten sided dice and adds the results. Multiple attack dice are then added as the hero levels up. Every other game system, whether it's d&d or warhammer, does t
So much more colour in the game, and the UI looks to be much clearer. It may just be because they're static screens, but one thing that does bother me is the perspective on some of the terrain. The rivers look like they're sticking out of the ground rather than dug into it, and (especially) the angular canyons also suffer from the same problem.
Financing a coup in Swaziland.
It is completely possible to get the game performing what is required in a 32 bit architecture. I am running 64-bit as well, but claiming it is the solution to all of the game's problems sounds like anoraking to me. Never mind 64-bit, when will the game be localised for esperanto? Line of fire has got to be a distant goal. The game doesn't even have any cocept of height yet, and even if it did what about parabolic flight arcs? You'd do better waiting until elementa
I'd like to know which nametags have been swapped around this week. who is the current creative management executive, bluesky thinking co-ordinator. that sort of thing. or perhaps a video of brad running around screaming "everything is fine" and firing a gun in the air like an angry texan
Sounds like you're really on top of it now. Look forward to reading about it more in the months ahead.
Do any of you guys have a blog? I've recently started one and since a blog is nothing without readership, I thought you guys might be interested. http://intothesarlaac.blogspot.com/2011/08/episode-1-new-hope.html Do you do anything? Can I see? What do you think of blogging?
It's completely playable. It's just not really fun enough to justify repeat playing because the winning strategies very quickly become evident. If I just bought it I'd be playing it, but I won't be playing it again until there is either some great new content, or fundamentally better basic game mechanics.
Personally I find it odd that the game has so much counter-attacking in the first place. The amount of times you can swing your sword in a minute doesn't depend on how many people swing their swords at you. I get it that they can't have a system where enemy units all attack you in one turn at the same time before you strike back but at the moment it seems almost the other way around: positioning and numbers are irrelevant and it makes little difference whether you take everyone on at
I don't think the scope is big enough for a colossal failure tbh.
The whole idea of cities earning a certain number of people per turn based on their buildings is completely ridiculous, and that's the real problem here. The need for a multi-city presitge penalty just demonstrates how bad this model is. Ultimately it's that that needs to be fixed. Populations don't grow because places look nice, they grow because places have the means to support more people. Work is plentiful, food is cheap; so they can afford to have children, people imi
As the owner of 1 64-bit system, I can honestly say this is one of the stupidest requests I've read on here so far. Focus on the game mechanics. The games reviews were not negative because of graphics. Performance improvements are coming already, and will continue to come in time.
[quote who="Gwenio1" reply="17" id="2973208"] Quoting Emperor_Nero, reply 14From a lover of MoM and just from a logical view point, if something worked and a lot of people liked it - why not make a sequel. Because in failed to sell well (or so Frogboy says)?[/quote] So did planescape: torment, u2's first album and the paintings of van gogh. Having now played it, more than anything i miss the atmosphere of MoM. You took it seriously because it took itself se
I sympathise with you I really do. The game has always been quite bad at giving you cool stuff to play with from the start, the kind of immediate rewards that you come to expect in most games. Part of this i think comes from the post-apocalyptic schtick, but a lot is just poor pacing. I’m just glad we got the basic unit size up so we didn’t have
It may sound cynical, but I always assumed the reason to avoid generic fantasy was largely a practical one, because of the problems in creating different 3d models, animations and armour for all those races.
You wouldn't think it would be a problem given that that's what the game does for the human player. But personally, I'm not in any hurry to do so, because the world is not really open to much reinterpretation. All we know of the world is what we see in the game already. If the game had more of a generic high fantasy style I might do, but then if it was more generic, a lot of people would be happier i think.