Silicor

Silicor

Joined Last seen Member # 2411396
15 Posts 77 Replies 480 Reputation

After I select my opponents and try to start the game the game crashes to desktop. This happens every time regardless of the hero or number of opponents. Here are the crash files and my dxdiag. I did install the latest graphics drivers to rule out that issue http://dl.dropbox.com/u/5009376/DxDiag.txt http://dl.dropbox.com/u/5009376/Elemental0_298-2010-04-09T18-47-39-15.zip http://dl.dropbox.com/u/5009376/Elemental0_298-2010-04-09T17-35-

11 Replies 3,717 Views

I think we should all step back and think about what we really want from this game. Because I'm sure different people will want different things, we will never all agree on some of these issues like global resources. However, if we all understand our goals, we should be able to better contribute to the conversation. Having seen posts about dwarf fortress, I played the game some this week. Even though I can see where you can dervie enjoyment from it, it has so much mi

191 Replies 604,425 Views

[quote who="Sir_Linque" reply="74" id="2578532"] The more valuable locations there are on the map and the more pain players feel from losing them, the more value of good tactics and planning. Can you elaborate this a bit? With my logic it's the other way around. If there are a lot of valuable locations on the map, the less impact there is for losing one. Inflation and all that.[/quote] The way I was looking at it: If you only have a few important locations then they are easi

191 Replies 604,425 Views

I love the clarity with the new resource system brings. Having a finite number of resources and figuring out what to buy or trade for will be fun in its own. This should also bring diversity to the kingdoms depending on which resources they are rich. One thing Stardock should be careful about is resource seeding. All resources arn't created equal so there should be some careful thought put into how they are randomly assigned. I would hate to get into a game and

191 Replies 604,425 Views

Travelling boots and patchwork greaves are mutually exclusive. I would expect greaves = pants, not boots When I upgrade I don't see the patchwork equipment, but I see it when I create a new troop. The capes are fine too when I create new. Update needs some work. I feel very constricted when I can't examine my empire or units before making a decison on research or assigning new stats to leaders. Can you make it that those decisions can be deferred

2 Replies 4,232 Views

Personally, I'd like to see simultaneous turns like the game Combat Missions. Each player issues orders for their units and then the turn plays out. This would make a tactical multiplayer mode more feasible, plus you could better use maneuvers like feints. If unit stats were available from hovering over a unit, it would make custom weapon types manageable I think. This system along with fog of war would make for a very deep tactical battles. Unfortunately, with the lar

34 Replies 95,238 Views
Reply to Mercenaries in WOM Ideas

I like the idea of mercs and your idea is an interesting approach. I've seen a few other ways to do too... I remember playing a game that had a similar concept but the name escapes me. There was a mercenary guild where player could bid on the available Mercs and the winner would get them for fixed amount of time. Having these neutral mercs available would make playing a merchant rich kingdom plausible. These ready made troops would have to be costly, but

27 Replies 24,073 Views

I was playing fall from heaven today and was thinking about the research system. I like the way we will now make discoveries in a category and get a choice of techs, but it still feels a little too similar to Civ. When I think about tech discoveries in the "real" world, most are associated to a great thinker. In addition, the quantity of discoveries is associated to the te

1 Replies 3,898 Views

I love the idea of researching categories of tech and getting choices for results when breakthroughs occur. However, I seem to be on a totally different wavelength than most the previous posters because I don't want higher level techs to be the right choice all the time. Civ IV has units upgrade and the old units are pretty much obsolete. They have pretty much no chance against the newer units, so you always have to keep up with your military tech or you are easy pick'ns.&nb

196 Replies 324,451 Views

I agree, but I would insure that their is a fair distribution of ultra rare resources. Not that everyone has the same resources, but that everyone has a relatively equal amount of ultra rares in their area. Just to make the playing field even. It would be good if they had a prospecting skill so you could find out what is available in your area and could tailor your technologies to luck of the draw.

23 Replies 63,693 Views

I was thinking the same thing about magic research, technology development and any other major engame items. Having a finite resource to limit what you can do will make each kingdom unique. I could use me essence to: Support a single city nation that is super high in tech and military like the Spartans or A small but highly magical kingdom or a large more watered down kingdom. This way in end game all the nations are unique

12 Replies 9,909 Views

I wasn't turned off by your current research, but I only scratched the surface with it. I liked the way research opened new areas of technology and the ideas of infinate tech. I think it would be better to let a player research more than 1 tech at a time. What I think should be avoided is a super steep tech tree. MOO 2 was very fun, but accelerated tech research seemed the easiest way to a win. I think the higher level techs were too powerful in relation

96 Replies 257,492 Views

I've taken notes on a few play tests for build 1B. I've focused my comments on what is in game as opposed to what is supposed to be there or is planned. Kingdom Selection - Specials that require certain situations to work need help. </span

0 Replies 635 Views

I think roads are too important for the computer to use some algorithm to place them. I think a good way to do it would be for the player to use some road tiles or a drawing tool to plot the path of the road. Resources (ie workers) could be assinged to building the road and it could automatically built from there. That way we can place roads in strategic locations or route them away from danger zones. I'm also a fan of being able to assing troops to gu

120 Replies 205,257 Views

At a strategic level... To make combat, unit design and army compositon interesting should be the goal. To do this, I think it is critical that every combat advantage to be balanced with a disadvantage. For example: Heavy armor -slow speed, +high defense Fire damage -susceptable to cold, +continuous burn Golem -susceptable to magic, +impervious to physical damage Desert Movement -restricted to light armor, +no hinderan

208 Replies 742,493 Views

To edphister... I tend to agree with you about the personality of AI. Personally, I think having AI with different goals would achieve this end. There should be more than 1 path of victory in this game such as dominant armies, diplomacy, superior technology, etc.. Having the AI base decisions on these goals would be a good start, but even that can become predictable. Another idea is to have the AI goals change over the course of the game which would make it much more u

60 Replies 125,258 Views

This is the reason I preordered... the promise of challenging AI. No matter how much I try online games, my schedule is best suited to playing against artificial life forms. I can't wait to start testing gameplay

60 Replies 125,258 Views

A wargame I own has a system like this: Commanders have a leadership radius and troops in that radius get a bonus dependent on how good the leader is and dependent on how far the troops were from the leader. The radius is the same for all commanders to make it easier on the players to know what is going on, but better leaders give better bonuses. Leaders would have to have to have a certain "Leadership Rating" to command the troops in its radius. Each

11 Replies 4,345 Views

hmm, don't pretend to be superior because you want to think...I'm here too because I love turn based strategy(both board games and computer games). "Doing things on your turn" shouldn't be confused with making "making meaningful decisions". What will be the target time for a player to take a turn in mid game? 5 minutes, 30 minues, 3 hours? There will only be so many actions a player can take during that time. If turns become too long, then the game bogs down and

565 Replies 1,540,589 Views

Climber, your post makes sense, but what is the advantage of all the complexity. If there is a national treasury that collects resources as they are built, then you can set production to draw from it, then you achieve the same results. The only differences are: 1. The rate of producing units depends on the distances from the NR mines & factories - lets be realistic about scale here. How long is a turn? Is it an hour, day, week, month??? I really thi

565 Replies 1,540,589 Views

I don't like the idea of resources following some AI and getting distributed without my input. I feel the player loses too much control and the game goes on autopilot. Don't forget the lessons learned from MOO3. Micromanagment was removed and the game became unrecognizeable and boring. In a turn based game, we should be focusing on the actions/decisions a player has to make each turn. If micromanagement becomes too heavy, then I feel it is better to abstract the

565 Replies 1,540,589 Views