Tormy-

Tormy-

Joined Member # 2394730
96 Posts 1,939 Replies 22,860 Reputation

[quote who="kryo" reply="5" id="2560438"]We're working to have less mystery meat math in the game this time around, which should make stuff much easier to effectively document (without it going rapidly out of date). [/quote] Somehow I've missed this topic. Just a quick question: Are we gonna have a basic modding manual as well? [I am thinking about a .pdf manual for example -> It worked very well in Dominions 3.] Examples: "How to code in a new local/global resource into the g

26 Replies 27,087 Views

[quote who="strager" reply="25" id="2585604"] Quoting Frogboy, reply 24 My goal is to make my territory very defendable. My second city is 4 tiles away from the first one (city center to city center). My strategy will be to have the two reach out to one another to build a wall to keep other players out. Shouldn't there be some kind of disadvantage to doing that? Otherwise your going to see everyone linking their cities instea

141 Replies 249,672 Views

[quote who="RisingLegend" reply="18" id="2585094"] The funny thing about the "realism" argument is that cities being dependent on local food alone makes for a very unrealistic game because it makes it very hard to starve a city into submission because each city is self-sustaining. I thought we were talking about food being "stored locally".. Because, no I don't like the idea of a cit being self sustaining, I just don't want caravans to be meaningless. So your saying even

94 Replies 213,439 Views

[quote who="Femmefatal48" reply="90" id="2585105"] Quoting Tormy-, reply 88 Quoting Femmefatal48, reply 87 K.I.S.S. Keep it simple stupid. Ehh, funny stuff...this is the game concept, what I hate the most. We can also translate it like "Dumbed down into oblivion". Players like you with micromanagement brains, what I hate the most. If I wanted to play Fantasy Sim City I'd look for a product

99 Replies 134,374 Views

[quote who="Myles" reply="30" id="2585012"] Quoting Tormy-, reply 27 Quoting Myles, reply 26 Complex choices doesn't require complex mechanics. This might be true with regard to chess, but it is not with regard to a fantasy TBS. Complexity can add a lot to the depth of the game[play], if the complex elements get implemented properly. Like I said before, we'll have to disagree. You seem to think that TBS is some special ca

34 Replies 309,668 Views

[quote who="Myles" reply="26" id="2584918"] Complex choices doesn't require complex mechanics. [/quote] This might be true with regard to chess, but it is not with regard to a fantasy TBS. Complexity [b]can[/b] add a lot to the depth of the game[play], if the complex elements get implemented properly.

34 Replies 309,668 Views

[quote who="Myles" reply="24" id="2584891"]I've never played Dominions 3, so I can't really compare, but I can say games like Chess or Go have as much or more opportunity for strategic thinking than most strategy video games. [/quote] How can you compare chess or go to a turn based fantasy strategy game? Strategic thinking? Sure, I agree, but if you don't have the necessary talent, you won't be good in it ever. Besides, maybe chess has depth, but I find it utterly borin

34 Replies 309,668 Views

[quote who="Myles" reply="22" id="2584885"] Quoting Tormy-, reply 21 It cannot. Then we'll have to disagree. I'm not in the opinion that adding complexity inherently increases depth while simplicity reduces it. There's too many games that are simple yet have more depth that most 'complex' games. [/quote] Example? Tell me just 1 TBS game, which has more depth than Dominions 3. for example. [Even tho, basically there is no eco

34 Replies 309,668 Views

[quote who="Myles" reply="20" id="2584874"] If a simpler way can accomplish 90% the stuff the complex way can[/quote] It cannot. I give you an example: Do you know the combat system in Dominions 3.? It's quite complex...You gotta think a lot with regard to your strategy. There are lot of attributes, equipments, buffs etc. in the game. It's very important that which unit you gonna send against which unit. If the combat system wouldn't be so complex, you wouldn't have to

34 Replies 309,668 Views

[quote who="onomastikon" reply="18" id="2584843"]I see a lot of talk about Dwarf Fortress in connection with depth and complexity here. Maybe I am misunderstanding something, since I am in the minority and have not been able to play too much DF (dislike roguelike), but it appears to me that DF is the opposite of what I mean: It has depth, but at the price of complexity. I think Dominions 3 falls into this category too. [/quote] This "make it simple, but it should have depth

34 Replies 309,668 Views

[quote who="Rishkith" reply="174" id="2584634"]Honestly, can someone tell me what was so broken about the economic system before? I thought it showed a lot of promise and was heading in a good direction with some new content and less filler. City placement was tactical and meaningful. Road caravans gave a reasonable bonus and were worth defending, though not totally crippling to lose. I didn't think it was broken and I don't understand why they through it out for a blah

191 Replies 605,158 Views

[quote who="Tiavals" reply="1" id="2584781"]Civ1 had this mechanic. It always annoyed me, but now that I think about it, it is quite brilliant, since it forces you to attack forts you would otherwise just ignore. I'm all for any ideas that make battles at castles more frequent. [/quote] Agreed.

89 Replies 138,795 Views

[quote who="GW Swicord" reply="6" id="2584247"] I'm not sure that Tormy feels the same way, but what I'm hoping to see is a companion to the Kingdom Report (Armies Report?) that is built to use my entire display so I can show detail with (sizable!) columns & can scroll less when I upgrade to a video card that can drive a larger desktop. [/quote] Indeed, I feel the same way. :)

8 Replies 7,535 Views

[quote who="markieness" reply="12" id="2584178"] Quoting kryo, reply 10 Having shamans and paladins available to both sides is in the better interest of game balance. It also allows them to be distinct classes with their own flavor since they no longer need to completely counter each other. It's also really boring. They made undeads into humanoids because it was to hard to balance. That's the main problem with multiplayer ga

21 Replies 8,848 Views

[quote who="RisingLegend" reply="165" id="2584020"] [I plan to make a total conversion mod for the game, and the economy will work like this in it. Food/Iron/Stone = global resources ; Rare ores etc. = local. I plan to make a mod as well but everything (food, iron, wood, swords, spears, magical rings, armor, the whole shebang) is going to local storage [/quote] Well yeah, perhaps that is the best choice. :)

191 Replies 605,158 Views

I am loving the new version, but ohhhhhhhhh boy, it's a bugfest basically. :D Combat is annoying, it's totally "unrealistic" right now, because of the material -> tissue layer system bugs. The military ain't working properly at all etc. etc. Hopefully Toady will release a new version soon, which fixes the most annoying bugs.

16 Replies 62,238 Views

[quote who="Istari" reply="2" id="2583949"]To avoid confusion, I think it would be a good idea if clicking on an army tracked the map from your current map position towards the position of the army you clicked on. What I mean by this is to have the game slide the camera from one position to the other while you watch, to show you the path from where you are (i.e. what part of the map you last viewed), to where the army is located. This way the player wouldn't be disorienta

8 Replies 7,535 Views

[quote who="vieuxchat" reply="162" id="2583917"]The problem with caravans is that if they become so dramatically important, then we need ways to defend them. And choosing WHERE they are built would be an absolute must-have feature. [/quote] Something must be done, because as we know, all resources will be global in the vanilla game => What is the purpose of caravans now? Some economy boost? That would be pointless, because that way, the caravans won't have any real strategical

191 Replies 605,158 Views
Reply to Elements? in War of Magic

[quote who="AXidenTAL" reply="2" id="2583227"]Any plans to align factions with elements, or are people liking the current system? [/quote] It's a good idea for a mod. [Align factions with Elements.] It won't happen in the vanilla game AFAIK.

7 Replies 12,718 Views

[quote who="Femmefatal48" reply="87" id="2583271"] K.I.S.S. Keep it simple stupid.[/quote] Ehh, funny stuff...this is the game concept, what I hate the most. We can also translate it like "Dumbed down into oblivion". :P

99 Replies 134,374 Views

Maybe this [..an army management screen] is already on the dev's To-Do list, but maybe it isn't! So....I think that having a separate & well detailed army management screen is a must have feature in this game. What should be displayed on this screen? First of all, it must list all of the armies of the player of course. When you click on an army, all of the units in that given army should be displayed. Example: *Army A: &nbsp

8 Replies 7,535 Views