They said that the skyrim engine can do wonders and it shows. However you are correct seanw3, tyrannicon must have spent a month to make this vid, *after* learning all the ropes and tools. It also holds that the more powerful your tools are, the more experience and knowledge is required from the person wielding said tools.
maniakos
They really really really, need to make a fantasy RTS with this level of detail... Along the lines or Shogun Total war.
I thought I new what mass meteor shower was... Then I watched this vid (5 times? lost count..) and my eyes are now fully open.
Too epic not to post!!! [video]http://www.youtube.com/watch?v=M2DshotexMU&feature=related[/video] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] One of the best machinima I've seen ever! Enjoy!! PS: This big basket right next to me is for your Karma donations
I also loved the defensive statues, we could have more of that. in a tiered fashion.
There is nothing to solve. I could also suggest building teleport gates at cities as an endgame building, but the *other* guy in the forums will go bezerk reading about allowing more accessible teleportation. You must understand that in strategy games you must split your units and/or post garrisons to defend you holdings. If you feel cheated that you must do this then you have to switch genres, preferably to rpgs, where all your units are always in one spot. I also believe tha
The problem is you have too few buildings to build over a very long time, and no buildings that can be built more than once. You run out of the buildings that are a priority way too fast and then you build anything. It's also problematic to have loads of stuff to build cause then the cities become too big on the map, so there's a limit. Also strategic resources should be added that work like this: If they are part of a city, then they give a % bonus to a particular re
Armor is also needed in the regular melee once stronger weapons are introduced. Armor can make a big difference. It can decide if you win or loose the unit, regardless of the outcome of the battle. And you won't always get the first blow. I also noted the spear maiden, but at that stage My *army* was in better armor. And I wasn't focused on an Armor rush tech strategy either.. I was just researching all the affordable tech. There is always the is
[quote who="ddd888" reply="1" id="3091212"]they probably focus researching something else i suppose[/quote] No, even by midgame they still don't use armor.
Ok this problem existed in Galciv2 as well: The AI keeps designing and building units with no armor. And you just crash his armies with your troops that can take damage. I understand that this might also be part of a shock troop strategy where the best weapon is chosen to build inexpensive troops, but even in such a doctrine, one needs units with armor as well. The loss of one's units is a bad thing. This is especially true during the start of the ga
You can a second effect of a buff by also casting it in combat????!?!? that's imba! gota try this, and it has to get fixed...
You know it's the same person doing the AI! You get the bulk of the factions units once you/he declares war, and then a constant flow of attacks from his cities.
Aw don't Soon us..
I always get -5 spell resists in .85. free picks if you ask me.
[quote who="mqpiffle" reply="7" id="3089775"] Quoting HighQ, reply 3It also keeps peacefull races weak i think. Maybe a city buildin melitia? Numbers based on the city size? Only active when there is no active unit to defend the city? Or maybe to choose for the cost of a city lvl? Not sure what you mean by this. Cities do have a 'built-in' militia which grows over time (forget whether it's via population or techs or buildings) whether there are other units pr
[quote who="Civfreak" reply="10" id="3089649"] Quoting Tasunke, reply 5 I'd personally prefer to see more improvements that give a benefit to cities that aren't building or training. I also think this is what we need. The gold in this game I'm playing feels tight but I think that's a good thing. I'm making due by selling items from mobs which I think is pretty cool. Right now I have like 4 build queues empty and that is kinda inneficient, though
[quote who="mqpiffle" reply="8" id="3089769"]I see it as a tradeoff - the resource is now a part of the city defense system, therefore I need to spend time to develop it's structures in the build queue. What's the problem with that?[/quote] Who's building up the resource when it's NOT in your city queue? Fairies?
Nah, I'm more worried about the AI requesting a treaty/deal and having no way to check the details since the popup is modal.
I think it should be crystals and mana together. Ok we're in a serious need for a mana cap item in the game....
[quote who="Manii Names" reply="1" id="3089640"]Does courage add +3 HP per figure? Or per unit?[/quote] That's an unanswered question for many spells..
map resources should have their own separate build system/mechanics regardless if they are within city limits. They also need their separate mechanics for upgrades and technologies. The existing system is trying to marry incompatible game concepts, that's why players are finding and reporting this as a bug.
No matter how they change it, 1 or more heroes fighting against many multi figure units is a game design catastrophe. The King's bounty & HoMM model makes a lot more sense.
I think you always get 3 attacks of 9 strength, vs a fixed defense since each unit is attacked individually. IMHO it should have used another way of calculating these values. For units it should have been a different notation like 3x9/7/2 (3 figures, 9 attack, 7 defense, 2 moves) but finding a neat way to represent stacks of different units with different values won't make any sense anyway. An alternative would be to calculate for the entire