[quote who="Spartan" reply="22" id="1937011"]I did like the logistics system in Star! Back in the day. It was complex but if you were a Stars! player spreadsheet gaming was something fun for you - yes?. Anyway I assume something similar but with far more options and user friendliness would be implemented in this title. On a side note, the logistical system in RailRoad Tycoon (RRT) was pretty damn good and very user friendly. I suspect something along those lines will be what we get.[/quote]<
Lord Reliant
Here's another question to pose relating to dragons- How could you "win" one to your side? Some thoughts: Bribing it (money or gifts) Questing for it (either you get the dragon as a result of the quest, or you go on a quest for the dragon, afterwhich he joins you) Threatening it to join or die (this would take quite the army and power, but should be an option) Magic (as mentioned previously, some sort of mighty, expensive spell to cha
If you won, wouldn't you already know the outcome? It'd be cool, but there's the potential there that they would say something you didn't like "and so, your Channeler got married, moved into a nice condo, and retired." OK, that's a bit too extreme, but you get the idea. I think being able to recount what happened in your game, turning it into a history/legend of sorts and to share your strategy/experience with others, would be amazing. I'm sure some game reviewers wo
Hmm... So, how does one give out more than +1 Karma?
Just placed my order with the coupon while I thought of it and before it expired! Giddyup!
Good post, Elvenshae. [e digicons]k1[/e] karma for you! It does seem like the resource production, allocation, re-allocation, transportation, and management of all of this could be terribly complex. Seeing your viewpoint doing this professionally and finding it tough makes me a bit concerned about how fun this will be, how easy it will be to manage and understand, and how much work will need to be put into making this concept a reality. :( Maybe it's all do
While I think having multiple layers on a map to consider adds a strategic element, it also makes the map very confusing and not fun (at least for me). There are already a lot of strategic options to consider and making a swiss-cheese map that goes all over would make trying to create defenses really hard. It's for this reason that Sins of a Solar Empire kept their star lanes concept. They tried just making worlds open, but then nobody wanted to attack since everything was v
[quote who="Cuddlelump" reply="15" id="1935512"]Honestly, them managing my towns isnt really the feature I was hoping for, because personally I like to manage my towns myself, and well AI's tend to mess it up.[/quote] Here's the deal, though. If the AI could manage your towns, it should be the same AI that the computer uses to manage its towns (give or take some additional intelligence depending on your difficulty level chosen). If the management AI sucks, then i
How about this as a compromise? You should be able to run the game in a window (vs. full-screen, although you could still do full-screen if you'd like). Since this is built on Stardock's other Desktop X software, this should be viable. Then, parts of the UI could float as windows themselves and be draggable outside of the game window. Thing of UI elements as widgets/gadgets. Why is this a good model? It would allow people to run the game in a window a
I just hope that there will be one, easy to understand interface to access all of the resources available in my town. While the HoMM series had cool looking towns, it was always a pain to try and remember which building to click on to get stuff or build and the short-cuts for this weren't exactly obvious (although I think they improved as the series matured, but not a lot). I do like the GalCiv perspective on building, in that you do it all in one location, can queue it up, and yo
[quote who="Ilumino" reply="11" id="1936500"] Quoting BoogieBac, I beleive most dragons are CONSIDERABLY more powerful than your starting channeler. I saw this post, but you forgot to put the question before the answer. Someone asked if the Channeler would be stronger than dragons AT THE BEGINNING of the game. The real question, is whether your Channeler can become stronger than a dragon in the end. Because I've heard mention that your Channeler can become li
One explanation that comes to my mind for having research exist would be the fact that the world is just now recovering from a cataclysm. That's huge! Even if men know about a technology pre-cataclysm (steel, for instance), the likelihood they can produce it is slim. Even if you just think of tech research as re-discovering how to do things again (create workshops, improve farming) or investing in some new tool that makes something better, I'd say it's plauible. But,
It does seem a bit silly that in a magical world you wouldn't have more magical troops. Then again, if the world is just now beginning to be re-populated it makes sense only a few non-human, magical races would have survived. And those that did would be tough! I'm OK with the concept of only a few magical units, but having an option to increase or decrease the likelihood of there being recruitable non-human units would be sweet. Something like the following when you
[quote who="Zubaz" reply="13" id="1936383"] Nobody beats me on Sins, thoughHeh . . beat you at galciv too (but not by much)[/quote] Although to be fair, Zubaz, you SD employees can increment Karma by quite a bit. Us non-SD folk can only increase it for others by +1 :(
[quote who="BoogieBac" id="1936028"]I beleive most dragons are CONSIDERABLY more powerful than your starting channeler.[/quote] This will be really interesting to see- the Dragon interaction. I suppose they could act like Pirates from Sins (attacking whomever gives them the most gold), or like a minor race in GalCiv. As if there wasn't enough strategic play already, now we get to worry about getting fried from dragons! [e digicons]8O[/e] That'd be interesting to pi
[quote who="alway" reply="1" id="1934544"]I find micromanaging to be entertaining in the start of a game, annoying at best by midgame, and an utter pain in the rear by the end of a game. What I do not like is how many games have a somewhat linear amount of microing... ie, when you build more forces you may have slightly reduced microing per unit, but overall a huge increase in microing required. Something I would consider a nice addition would be something on the order of a micro stamp... Rec
[quote quoting="post"]Frogboy stated: The key to that is to have distinct paths to victory that are truly unique (far more so than in GalCiv) that are action-driven (and by action I mean the player is doing "stuff" on the map and not just making treaties or whatever). So does this mean, that the player will be able to take his wizard or another hero and undertake quests in the world? How detailed will these quests be? [/quote] I think you came u
I assume the major reason why only 2 races playable is just to save time in developer costs. There's probably a lot of modeling that needs to go on for a playable race (as opposed to just a regular unit). Plus, I suspect you'll "build" your unit through adding equipment and features, and having a non-standard race-type would make adding clothing, weapons, etc. to that unit pretty tough, if it's like the ship designer in Gal Civ 2.
If I could contribute something by e-mail, I'd be happy to do so. Sign me up.
[quote who="Nights Edge" reply="9" id="1933111"]Also, please not Wizardry 8's character dialogue. The list of clickable topics with stock answers style of conversation needs to die die die. Furthermore, the writing was terrible. I gave up half-way through, because the game was very frustrating and the story not good enough to keep me going. Unless it gets much better in the latter parts, do not recommend.[/quote] I meant more of the conversation between characters in the party, not di
Thanks, Zubaz. And thanks Feedburner!
[quote who="Tiavals" reply="13" id="1933136"] Quoting Ron Lugge, reply 9 I believe that's already been specifically mentioned as in -- good casters create green fields and forests, evil casters end up with the Land of Mordor (where the shadows lie...).\[/quote] Probably both. I imagine there will be an influence/culture mechanism of some sort, judging by the screenshots.
[quote who="Zoomba" reply="9" id="1933880"]The major benefit for me? I'll be able to craft the truely epic, ancestral home of The Pink Space Ponies. Only the 64-bit map will allow me to recreate this divine land with the scale and wonder it deserves! For some day, the decendents of this great land will become legend amonst the Vasari, Advent and Trader Worlds![/quote] I was hoping the Pink Space Ponies died with Sins of a Solar Empire. Guess not!
[quote who="Spartan" reply="4" id="1932973"]@Lord Reliant - Thanks. Just trying to look at things systemically - a fault of mine. I'm curious why you chose Civ4 management and exploration system over say GalCiv2. Could you elaborate some?[/quote] Mostly for the reasons listed by hiddenranbir. Exploration in Civ 4 was fun, fluid, and generally pretty easy to follow. Gal Civ's was so expansive but empty and from a "feel" perspective just didn't seem as easy to follow.
[quote who="pndrev" reply="4" id="1932431"]Yep, it seems that nobody actually hooked up the RSS feed. Feed Address: http://feeds.feedburner.com/Stardock/27/forum/513 HTTP Error (Code) and Message: (404) Feed not found error: FeedBurner cannot locate this feed URI. [/quote] Any ideas, SD?