First of all I think auto resolve will never replace tactical battles completely. It is just so much more fun to play the battle for youself instead of auto resolving. On the other hand you do not want to fight each skirmish in the end game. If I think of the total war games, how often I would have like to skip small battles to focus on the large interesting ones, if just the auto resolve would have been good enough.
Sparhawk4242
Just let us for one moment take a look how other games (e.g. CIV 4) solves similiar situation: - each cities cost a certain amount of money to support and each add. building increases this amount => this reduces the risk of spaming of cities in the starting phase of a game - later on there is the corruption in CIV 4, but I don't think that that concept works... So how about the following: every city you want to found will cost more essence (so
[quote who="VicenteC" reply="18" id="2545227"]Would be nice if we could see the autoresolved battles if we want (to see what happened exactly there, how are units armed,...).[/quote] I fully agree especially in complex battles to review a special battle would be so much easier than to scroll through tons of text to find the point, why one battle was last.
What I thought of was to add some names to regions like mountain ranges, rivers, forests bays...etc...
I just like the current genetic approach...on the other hand I think for players like you transformation spell for your children can be implemented to make those nice to look at again...
[quote who="Campaigner" reply="20" id="2525959"]We just want to focus on the game being as ugly as humanly possible for as long as we can so that we can focus on making the game fun without relying on its graphics as a crutch. The 3D engine should enhance the fun but not be the ultimate source of it. Have anybody ever seen a quote like that from a gamedeveloper before..? The closest I've seen or heard is from Blizzard in that they get their games playable as
I also think the upkeep for charmed roaming units should be small or non existent. This could be again one balance factor for small nations to help against larger nations. Just think of a small magic kingdom which has charmed a large army and can now fight of the troops of much larger kingdoms. Still this is a quite tough balancing topic. Maybe the upkeep should depend on the distance to the charmer??? This would offer smaller king
I have two adaptions to the current research mechanism in mind. The first one is to add a little more depth to the research. Currently the technologies you can select just depend on the number of breakthroughs in one area and from there on it is pure luck. So how about giving each technology a modificator for the probability of other technologies. For example: If you research a water spell, the research of other water spells gets easier. As a se
[quote quoting="post"] Fireball can have a burning effect that catches it's target on fire doing damage over multiple rounds in combat. Iceblast can cause it's target to move slower from intense cold and freezing effects, thus slowing the targets movement speed. [/quote] So Raven you have already answered your question yourself: One damage type but different effects and I definitely believe that this will be in the game... By the way you are
@vieuxchat The concept in GalCiv II worked quite well. It is all a question of fine tuning of the different settings against each other. Forget TV, forget Reality... We are talking about a fantasy game and we want it to be fun... Reality is most of the time just one thing: the biggest gun wins... That is no fun. My point was more you need a choice...
Hello Frogboy, on the one hand I fully agree, do not go into too much detail in those discussions. It gets mucht to complicated. On the other hand you should probably outline how you envision the battle system should work at this moment. How do you realize the classical stone-paper-scissor decision, which is the basic of each tactical battle? And three elements is really all you need...from there onwards the system gets only more c
As there is no technolgoy related beta version and the technology is than at the moment critical for economic...I think this suggestion is placed here exactly right... Especially as the info cards were introduced to 0.25...So it is mostly a suggestion to think about more places to use the inof cards in the game... Probably in the troop designer would also be a good place, I have not taken a look at that one yet in 0.25.
Yes, but not while I'am in the building mode of the city... And when I'am thinking about this. We need somewhere the information how many people are needed for the next city level.
Currently to find out some details what you can research in one area, you have first to put the area in the research slot and then you can click on each technology. So why not offering the info cards, when hovering over a technology when I have just selected it in the top area?
Currently if I click on a city I can only see directly the current population in the information. To know how many people can live in the city I need to click on the city information scroll... So just show: Population 30/30.
Show for each city either a symbol or number of still empty tiles on map. So that I can easily see where I can still create buildings...
I have the same problem. In a city where I started to demolish I could not leave the demolition option. And the remove buildings showed not up as empty tiles. In an other city construction of buildings worked fine at the same time.
Dear Emperor, we are now in the year 1024. Your empire spans 4 cities, Mulai the largest with 506 citizens and Xena the smallest with just 104. We are currently at war with nobody and unfortunately also not allied with anybody. Your monthly income is 278 gold and your major spending per month are 134gold for your army. Currently there are some monsters near your town Garain, otherwise there are no enemies within or near our borders. <
By the way when will there be a working search function for the forums? I mean one where could limit teh search to some areas of the forum (like the Beta area).
Ok the tracker fogbugz helps a little bit...but then they should move all the bugs from the forum to that system. But without an option to browse and see the bug database, users will still spam them... So everybody is reporting the same again and again to them. Just like here in the forum. ...so that it doesn't get too full. That is just the point. Especially as we are in for the long Bet
Hi, I think Stardock should set up a better way to report bugs, suggestions etc. For example something like the openSource-Tool Trac . With Trac we would also get a Wikipedia, which would also help a lot. A Forum is definitely not the right way to go for bug-reporting: - no search for entries => double entries - no enforcement of reporting the important stuff => lot's of
So Frogboy what is your general AI approach? Are you going more for a mathematical approach (trying to rate and weight all decisions), going more for heuristics (implementing your gut feelings about the game)...or what else? I'am really interested, I've implemented one AI for a card game and I already found this really challenging. And that was for a well known game concept, not like what you have to do, for a completely new concept without any real experience regarding the ov