LNQ

LNQ

Joined Member # 2382998
71 Posts 747 Replies 15,554 Reputation

Perks and feats would be awesome . They add a lot of flavor to the game, are fun to pick instead of generic stat increases (even if that's what the perks/feats only do) and it's exciting to see what perks you have available the next time you level up. However these should be rare enough to not make you have to spam perks each time any of your children or low level champions get experience. I would say that getting a perk every 3 or 5 levels would be good, just like in

55 Replies 8,757 Views

This happens to me as well. It sometimes doesn't let you build a farm even though you're next to fertile land. I have a hard time understanding when and why this happens. It's definitely not because there's no fertile land next to the city. Because of this problem I find it would be nice to have the Farm, Mine etc improvements visible on the list but colored red or some such if there is no special tile around. That way we know the game at least recognizes that we have the tech ready.<

15 Replies 1,537 Views

Reading through the threads it seems like a lot of people echo my thoughts about the tedious housing issue. The best idea I've read so far is to make housing not count towards the tile limit. I would like to take this further. Here's my idea: 1) You don't place housing manually around the city, they are placed automatically when you decide to build houses. 2) Housing buildings aren't separated to different groups at all, you only have one single 'Build Housing' option. This op

1 Replies 500 Views

I agree that the .1 increase in abilities during level up seems like pointless micromanagement. Limit the player to only add full points during levels. It's ok for items to add smaller increments, but adding .1 to Strength on level up just seems silly. Especially when the base value is something like 14 and even more once the game progresses.

20 Replies 94,885 Views

5) It's also a bit strange that once you place an improvement it keeps the building selected and lets you place another house. This should in my opinion happen only when doing something like shift-clicking. By default it should only place one building and close the menu. 6) It would be nice if buildings were arranged by tiers or by some other intuitive means, since there are clear levels on improvements. The best option would be to have multiple sort options, with tabs for different k

6 Replies 6,235 Views

I agree with comments about the city building to be lackluster. Building improvements just doesn't feel meaningful at all. There's no sense of achievement or purpose when you build a academy or farm. You just spam away, building everything that you can each and every time. The tile placement system is a bit problematic too since it doesn't make you build good-looking cities graphics and layout-wise, rather abuse the system and build weird shaped cities with random improvements next to each ot

20 Replies 94,885 Views

I conquered an AI city. Then on the same turn I exited the city with my army and re-entered it. It said that I captured the city again, or so I thought. It turned out that I had actually captured two different cities. The other city was empty and I couldn't build anything, while the other one was the real city with all the improvements attached to it. I am not sure if this is because I entered the city twice or because that AI actually had two cities on top of each other. I wi

2 Replies 452 Views

There are a lot of problems with the improvement builder and imrpovements in general. 1) If you click outside the possible tiles, it builds the improvement anyways on a somewhat random tile. This has caused me to very often build an improvement on the wrong tile by accident. It would be more intuitive for the game to just ignore clicks outside the possible tiles. Also, it might be reasonable to consider making you click twice to place the improvement. It feels really

6 Replies 6,235 Views

[quote who="Sanati" reply="139" id="2647551"] My understanding of it is that aging is the result of our cells no longer being able to split and thus slowly dying off throughout the body. When a cell splits, a little piece of the "bottom" of the DNA is lost, I forgot what this was called, but when that stuff runs out the DNA can no longer split and the cell dies. Simply adding more of that stuff to certain cells would supposedly stop aging. [/quote] In case of nerve cells you

166 Replies 522,576 Views

[quote who="DrJBHL" reply="128" id="2647138"] "creating plants and animals that have more desirable traits than the ones nature provide us." We've been doing that for tens of thousands of years. Problem: What is 'desirable'? That definition shifts along with the results of our 'noble experiments'. [/quote] I'm not talking about the ethics of these events. I'm just saying that this is what I believe is the natural progression of genetics. It will happen. W

166 Replies 522,576 Views

If I may try to rephrase Myles's statement, I'd say that reproductive organs and survival instincts have taken over life over the course of evolution. That's what controls us and all animals and plants. It's not so much a purpose, it's what has taken over due natural progression. In the long run, the forms of life which weren't focusing on reproducing on surviving didn't make it as far as we have. If a living organism can't reproduce, it's still life, but it will disappear very quickl

166 Replies 522,576 Views

[quote who="Pan Mateusz" reply="92" id="2644693"]And you aren't. Bifurcation lakes are rare indeed, but that doesn't mean nonexistent. There are quite a few in Finland - I know, I was there. And there is one in Canada that is actually pretty big. All of them were stable enough to survive centuries. [/quote] Hey, this is pretty interesting. I did not know these existed. Finland I can understand since there are a thousand lakes that such a rare occurrence might be possible (heh, I'

126 Replies 341,418 Views

[quote who="XeronX" reply="8" id="2643625"]How do you know that it isn't one of the rivers flowing in becuase the ocean is higher on that side? [/quote] It's the same ocean that both rivers flow into, so the ocean can't be higher on one side and lower on the other. Yes, the lake can be below sea-level, but it can't have one river into the ocean and one out. [quote who="VicenteC" reply="66" id="2644176"] Quoting John_Hughes, reply 63 "Not any weirder t

126 Replies 341,418 Views

[quote who="TheProgress" reply="31" id="2635899"] Quoting Frogboy, reply 24 If you can think of an engine that has the ability to selectively remove sub-objects from a model on the fly like shown in the screenshots let me know. Well I guess it depends upon your definition of "remove" and "sub-objects". But I know the engines used by the games such as Morrowind, Oblivion, GTA IV, Mercenaries 2, Sim City 4 and Crysis all simplify the geometry of distant objects and outright remov

179 Replies 438,710 Views

One other upside from the option to give yourself penalties would be that you could make the game a real battle for survival without changing all monsters and such to be stronger. If you can only adjust the AI difficulty from the game menus, then the higher the AI difficulty the less of an impact roaming monsters will have on the game. By contrast, if you give penalties to the human player, the neutral units will kind of get a boost as well. Also they'll pose a greater threat to the A

68 Replies 240,470 Views

Frogboy, have you considered making it possible for a difficulty level to give penalties to the human player instead of bonuses to the AI player? I would rather give penalties to myself than make the AI cheat, because there's a big gameplay difference between the AI getting for example more gold per turn from a building compared to normal and you getting less gold per turn than normal. Usually, I want to feel like the AI is playing the normal game and there are just additional hurd

68 Replies 240,470 Views

To be honest, I don't understand TBS and Civ enthusiasts claiming that they won't by Civ V. Actually, I don't believe the claim either - I'd bet most of you will in the end buy Civ V anyway. To me it feels stupid to skip a great came (if it turns out to be one, that is) just because of a move by 2K that is bad from their producer point of view. To recap, I understand and agree with 1) Brad thinking the move by 2K is stupid 2) Brad not going to

726 Replies 1,763,129 Views

During Beta 1 the game hasn't felt remotely like what you described there. You're putting a lot of expectations to Beta 2 now. :) The concept is spot on though, the game you describe in this post sounds wonderful. In the betas so far however it has felt exactly like the 'generic build cities and grow an empire' game you described. Fingers crossed.

152 Replies 252,960 Views

It's weird to see how even the head guy whose ultimate work this game is is able to not know the whole game (and the tools it uses) inside out. I would be embarrassed too. It's cool that you go as far as to let it out and give the particle editor its due credit. Sounds like a pretty massive thing with regards to modding, since custom spells would be extremely limited without one.

58 Replies 192,987 Views

[quote who="Frogboy" reply="55" id="2618219"] Quoting strager, reply 54 "Can I quote that to your investors?" If we had any, sure. [/quote] Hahah, "oops." :D

80 Replies 208,851 Views

I agree that it is a bit of an annoyance that if you pick the rare techs, researching something like Basic Farming can take ages later on. So far during beta games the system has felt like even though you're given four choices each time, you really have only one sensible path to go through each field. I do not have a good solution to improving the current system, other than using the tried and true research point system.

15 Replies 7,725 Views

This kind of a system is hell to balance and it would be ripe all sorts of creative abuse. I'd prefer not to have to micromanage my cities to be honest.

4 Replies 4,710 Views

There's a reason we aren't talking about balance yet. There isn't that much content in the game, and content includes events from goodie huts. The reason you're getting those super items that often is that there are only probably like 10 different things you can get from goodie huts, while in release the count is closer to a hundred. There's no point in making such balancing algorithms until you see how the game plays out when the content is in. All in all those are very good points i

3 Replies 1,736 Views