PyroMancer2k

PyroMancer2k

Joined Member # 2388239
76 Posts 264 Replies 773 Reputation

[quote who="Tasunke" reply="75" id="2599174"]Fair enough. I was some-what wary of this, while at the same time couldn't help but get sucked into the discussion [/quote] I know what you mean. I started the thread and it got a little derailed on the ideas to help penalize L5 city builders. I kept trying to say that the current abundance of food in the beta was a balance issue not a mechanics one but it's nice to have a developer point it out as well. ;)

114 Replies 234,760 Views

Given some of the debate on how MP should work I was thinking of a few commands that could help handle how units move. And would be useful even if turns aren't Simulations. Along with some general unit handling changes in general. Anyway here they are. Queue Commands - The ability to queue up several commands would really help speed things along in turns for MP. For example like in Civ4 if you hold down shift when issuing commands it lets you queue up several commands

3 Replies 3,972 Views

[quote who="Winnihym" reply="71" id="2598849"] I'd like the "diminishing returns" mechanic for prestige explained a little better, please, I'm not sure I get it. Perhaps you could use smaller words for me... [/quote] Did you see my previous post much earlier in the thread? If not I'll post the important part again. If you have any more questions just ask. [quote who="PyroMancer2k" reply="35" id="2596334"] As for my suggestion of the change to prestige it seems

114 Replies 234,760 Views

[quote who="Tasunke" reply="64" id="2598034"] Additionally, lets assume that size 5 is at 1000 or so (even 2000-5000). I think there should be some special bonus for each additional 1000 population. Lets say (for assumption sake) +1 gold, +1 prestige (per extra 1000 people) ... or, barring that, +1 gold for every gold producing building.[/quote] If there was a bonus for every additional 1K people I think it should be a lot more then that. I mean a typical level 5 city already nee

114 Replies 234,760 Views

I think it's better the keep things simple. Instead of a per building basis I think it should simply be the city as a whole. The devs have stated that as a city levels up production will get modifiers. This means which a level 2 city produces 2x of something each turn a level 3 will produce 3x of that same item. The problem is the population per building is your getting more production from the same number of people. Also there is the issue larger cities the population continues to double. I

24 Replies 15,912 Views

I know the 3D engine addition is a long way off and tactical combat even further but I figured I'd make the suggestion. Basically an option to save tactical battles so that you can rewatch them or show them to friends. Say you had a cool fight against a dragon and you want to show it to a friend that also has the game. Since the battle would just be info like units stats, orders issued, and random seeds generated for outcome the files shouldn't be to large making them perfect for shar

4 Replies 4,469 Views

[quote who="XeronX" reply="58" id="2597169"] As for the tile in a L5 city I had to make an assumption about what you got a L5 as I haven't been able to keep a game stable long enough to get there in this last patch. but in fairness even though I was wrong, a city growth of 16-8-8-16 would allow for a safe assumption of 16 instead of 12 following that. [/quote] Yea I'm not really sure why they did it that way as it's not that intuitive. A better setup I think would of be

114 Replies 234,760 Views

I can load the save game fine and then do stuff normally for a few turns but for some reason whenever I hit turn 260 the game freezes when I hit End Turn. I've tried 3 times now and it's always on turn 260 it seems. err file: http://pastebin.com/ssbHKTcA In case it has something to do with my current game here is the last save file. http://rapidshare.com/files/377445240/AutoSave.EleSav

0 Replies 138 Views

[quote who="XeronX" reply="55" id="2596994"] Food = Farm, Wheat Farm, Granary, and 7 Gardens Total of 16 tiles Housing = 3 huts at L1, 5 houses at L2, 10 houses at L3, and 13 Villa's and a slum at L4 Total tiles at L5 17 And at the end of L4 I had 15 Production tiles (By production I mean they could produce anything but housing or food). Now assuming if the game hadn't crashed and&

114 Replies 234,760 Views

[quote who="larienna" reply="7" id="2596876"] Why should we change it? If it's not broke don't fix it. After all you wanna be memorable what better way to stand out then to use old ANSI gfx for an intro on a modern game. I don't have the beta, did not know there was an actual intro. But the way people peaks about it, it should be temporary. Still, even if 8 bit, it has to be simillar one of the style explained above. [/quote] Well besi

22 Replies 10,832 Views

[quote who="Tasunke" reply="49" id="2596825"]I think the idea is to avoid having a Gigaton of cities. Currently City maintenance is purposely left out ... so the people spamming level 5 cities are really just lambs waiting for the slaughter that will come with new and improved mechanics.[/quote] That depends on how the mechanic works. In most games I've played maintenance is based on the number of cites not the size. Which ends up only reinforcing the need to have large cities not pen

114 Replies 234,760 Views

[quote who="Tainarius" reply="2" id="2596662"]The point is not the research output per turn rather then the benefit from each tech. Civ tech is by far more interesting then other techs. [/quote] I said "on a side note". As in a tip for future reference get higher R&D so you can do more testing deeper in the tech trees. Cause you obviously didn't go that far down any of the tech trees. Military has some interesting stuff deeper down like Legions which are full armies of units.

4 Replies 4,993 Views

[quote who="Darkodinplus" reply="44" id="2596569"] I vaguely remember Brad talking about a trade off for getting a city to the highest level and or leaving it at one of the lower levels. I'm of the opinion this system just hasn't be implemented yet or perhaps still needs more refinement. However, just making it harder to reach higher levels wouldn't be a good decision in my opinion. There should be two incentives one to keep a city smaller and one to make it larger so the player has a ch

114 Replies 234,760 Views

[quote who="Tasunke" reply="41" id="2596525"]Well, N/100 is actually incredibly high as a growth modifier, particularly because it effects Cities of Size 2 and Size 3. I don't mind if such a modifier affected Size 4 and 5, although sizes 2 and 3 I don't think need to be penalized because of "overcrowding"[/quote] Well as I said that's a balancing issue. The amount I just choose at random as a nice round number for easy math to deminstrate. How high or low the modifier is ca

114 Replies 234,760 Views

[quote who="PyroMancer2k" reply="40" id="2596523"] Also since growth seems to easily snowball as prestige naturally increases as a city levels it seems to get easier to just level up to 5. It could just be my imagination but it seems like getting to the first 3 levels are slow then level 4 and 5 fly by.[/quote] Shortly after posting I realized why this is. Level 1 you got 1 Prestige which becomes 2 if you build a Town Hall. You need 40 population so level up which means i

114 Replies 234,760 Views

[quote who="XeronX" reply="39" id="2596421"] {Quoting Frogboy, reply 33 Housing costs food because we use housing as a way to let players determine WHERE people will settle. } This is a point which is still confusing me. How are the mechanics going to be arranged that would make it a decision of where the population is going to go. At this point I am still of a mindset that all my cities are going to be built so that they are L5 cities. And I can think of no g

114 Replies 234,760 Views

Well right now the beta is mainly focused on stability. A lot of the mechanics are gonna get worked on and refined in later beta stages. The tactical combat isn't even in yet and is several months off from us testing it. If you have any specific suggestions beyond simply "add more" I'm sure the devs would be interested to hear them as they actually listen to the community. On a side note I think you should invest in more research. I see your research is only 15 per turn and your on tu

4 Replies 4,993 Views

[quote who="Darkodinplus" reply="34" id="2596331"] In my hypothetical system the player wouldn't have to fool around with any sliders or have to use critical thinking to figure out which city would have the highest population. I had envisioned cities leveling up similar to the sovereign except the only thing you would select is how many tiles would be residential. Now the only calculation the player has to make is "More residential tiles = higher population" or "Less residential tiles =

114 Replies 234,760 Views

[quote who="Climber" reply="29" id="2596191"] 1. Food, Prestige (and material) is globally stockpiled. No change here. 2. 1 pop consume 1 food, 1 prestige and requires1 housing capacity per day . Assuming in a case that you have 0 food and 0 prestige globally stockpiled, you can sustain a global population of 200 IF you total food and prestige production is both 200 per turn. [/quote] This seems to be the main concept

114 Replies 234,760 Views

[quote who="Satrhan" reply="28" id="2596127"] I agree. Also it feels like you have your priorities a bit messed up. You've only just build your first outpost, attracted a hand full of people, and then you demand that they build this huge palace just for you to live in. [/quote] Well I think Prestige is suppose to be fame and desirability wrapped together. The people are wandering the wilderness and they here of towns forming. Knowing that there are nice things like inns, pubs, th

114 Replies 234,760 Views

When my city leveled up to 4 a few of the houses got upgraded to Villas but the rest of them disappeared. I had two cities reach level 4 before the game locked up on end turn but both cities lost most of their houses when leveling up and only a few turned to villas. One of the cities did make it to level 5 and nothing happen so I think it might have to do with the house to villa upgrade.

5 Replies 4,932 Views

I finally got a game where my SOV could get married and noticed when we started have childern it would simply state that I had a child and ask for a name. It doesn't show the gender of the child though so your not sure what to name them.

1 Replies 314 Views

[quote who="SuperTimo" reply="1" id="2596058"]I really hope there will be simultaneous turns. Otherwise the multiplayer games will take a loooooong time to finish, and not in a good way...[/quote] Yea I know that's what I was thinking.

13 Replies 7,658 Views