Not that I disagree with your ideas - formations of any kind, whether turn based or realtime, would be great - but the discussion is moot at this point. All we really know about the combat system at the moment is that screenshot (which I'm pretty sure a Stardock dev described as outdated somewhere) and some vague hints that almost seem to contradict one another. I speculated that those hints indicate a pausable real-time combat system, but again, that's just speculation at this point. We real
Austinvn
I think it's a given that, whatever the victory conditions may be, there should be a "keep playing" button after victory is achieved for those that want to "mop up". Nothing should be there to stop you if you really want to hunt down each and every last enemy unit and perhaps even fill out the tech tree and develop your civilization further once you've no enemies left - not a playstyle I favor myself, but for those that like the mopping up, go for it. Really the only thing th
I like C, though I'd like to see some of B mixed in. For nonessential items - like your honey that adds 10% hp, etc - C is fine, if access to the item is lost, just build the unit without that bonus (although it'd be good to inform the player that the 10 dread knights he just queued up will lack that bonus). For items that you don't want to simply leave out, like armor and weapon, I'd prefer B; to see the unit still get built without the resource, just slower. If your unit uses an iro
[quote quoting="post"] I.e. every city produces say 0.1 metal per turn no matter what. If you control a metal resource then that amount goes to 1. If you control 2 then it goes up to 2. And the city that actually has the resource gets another bonus. [/quote] I really like this idea. I want to avoid the Civ4 system for strategic resources: you just researched unit X but you need resource Y to build it, if there happens to be no Y in your kingdom, you're completely s
Similar issue though; a unit dies, and the items it was carrying are lost instead of being 'dropped'. Whether the unit is friendly or enemy, you'd hope items would be dropped so another unit can recover them. Being able to trade items between units is another great idea, must-have feature.
Well, we all certainly hope that the AI will be brilliant and able to utilize all those options just as well as a human can - and I have faith in Stardock, they just might pull that off. But lacking that, I think there are ways to balance it so the AI is still challenging. For example, a human might research some awesome volcano-summoning army-destroying spell, but doing so might cost so much in terms of research/production that the AI, applying those same resources to building/upgrad
Yeah there are a lot of broken game mechanics at the moment. For example, you can queue up a ton of units to "store" population, let city population grow, store away more population as units, etc - then once you have enough units queued up, cancel all the unit training at once, which will return the population to the city, letting you hit population cap with no need for farms or agriculture. It's a placeholder system, the "real" economy will be implemented in a later beta build.
[quote who="econundrum1" reply="5" id="2381072"]I think a simple paper doll system would allow people to see better just what they can and can't equip on a unit of course this might already be in the works but if not it should be considered.[/quote] Both unit creation and your sovereign himself could definitely use an mmo-style paper doll, or even just a list of items that are currently equipped, it can be a pain to hunt them down - especially in unit creation where the availabl
Same problem, after killing a sovereign, their old units remain in place and can't be attacked. The spiders are a little stranger.. every time I move onto one, I attack it, but when they move onto me they only 'sometimes' attack. That is, I've had them attack my sovereign sometimes, and at other times they move right through him without initiating combat, or even end their turn on top of him without attacking. But I haven't (yet) seen a spider get bugged so that it can't be attacked, not like
Yeah I've had this problem too. I don't think it's related to whether you start the road in one or both towns; I've had roads successfully build just starting them from one town, and I've had it work where I start the road from both towns. Usually seems like I get 2 or 3 roads successfully built, then "something" goes wrong, and I can't get any more roads to build from that point forward in the game. It lets me bring up the screen, pick a city, hit accept .. but no road ever gets built.
It only took about half an hour :) Not counting my first attempt, which crashed after city 2 when I made the fatal error of trying to build a road..
Farming bonuses do actually have an effect, but it.. doesn't work quite as you'd expect. The whole food/population/farm mechanic in general doesn't really make sense, I suspect it's just a placeholder until a final - more intuitive - system takes its place. I did a little experimenting, and here's how it works now: City 1: I built a city next to a fertile land but didn't build a farm or do any research, and let it grow until population stagnated and food plummeted to the minimum amoun
[quote who="Seboss" reply="39" id="2363525"]Why AI orders? If a player is not able to give his orders in the agreed timeframe, his units should just stand there doing nothing or carry on with whatever they were doing previous round.[/quote] Why not AI orders? There will need to be a unit AI anyway, every RTS has it - your units need to be able to figure out what to do when, say, you've ordered them to move to location x but enemy unit y is blocking their path, and knights can't just s
[quote who="Ashbery76" reply="20" id="2362003"]The game engine looks nice but after playing the CIV4 fantasy mod I wonder if the gameplay is a bit lightweight from what I have seen.[/quote] Also keep in mind that Civ4's own gameplay is "a bit lightweight" compared to Fall From Heaven; FFH is a mod that has taken years to build layer upon layer of new features and complexity onto an already complicated game. I have no doubt that Elemental will surpass vanill
[quote quoting="post"]But this confusion has been with us for a long time. Look at this old journal post. Brad keeps referring to turns and real-time as if the two systems are interchangable.[/quote] I've been reading that journal and thinking - you know, Brad may be right in that they can be interchangeable. Look at this line in particular: [quote]The idea is that you zoom in to a given battle and you see all your units there. From there, you can set the speed you want the ac