Austinvn

Austinvn

Joined Last seen Member # 2426821
1 Posts 464 Replies 229 Reputation

[quote]I think this should be implemented regardless of other solutions adopted, all spells should scale with int. Int scaling ensures that early spells can remain relevant in late game, but also ensures that they're properly scaled in the early game and not overpowered. [/quote] Although all your points are good, this part in particular needs to be bolded, circled, and underlined twice with an unhealthy number of exclamation points and a few 1's thrown in for flavor. I mean to say, i

16 Replies 74,532 Views

Yeah, this is a problem - and it gets even worse if some of those cities that went "poof" were formerly your own. This can happen easily: Enemy Sovereign conquers your beloved city > counterattack! > Kill enemy sovereign > you just obliterated your beloved city that you wanted to recapture. It seems like this is where the dynasty system could really come in handy, allowing the heir to succeed would solve two problems at once; entire empires would no longer disappear just beca

7 Replies 5,477 Views

No matter the requirements or costs or drawbacks, anything that can kill an important unit (such as a sovereign) on the first round of combat is a bad idea. It reduces combat to a game of "let's see who gets to go first." There's no chance of back-and-forth, move and countermove, if your enemy can be dead before he even gets to his first turn. At that point you may as well ditch tactical combat and flip a coin to determine winner.

15 Replies 7,488 Views

[quote who="Jam3" reply="25" id="2831757"]Almost any non-trained personnel on a battlefield is going to run. If that person has any motivation to kill the opposing forces it will still be weighed against the value of their own life and 99% of the time their going to run. A person needs to be trained or brainwashed to respond correctly on the battlefield. It is a very rare occurance that normal "peasants" form themselves into viable paramilitary units and then its typically guerilla hit and ru

40 Replies 17,460 Views

Wait, so.. dominance in warfare fueled by runaway military spending and a national debt that's mind-boggling huge yet still increasing every turn? My god , the AI is learning from real life!

13 Replies 48,474 Views

[quote who="Wintersong" reply="33" id="2826197"] Quoting Austinvn, reply 32 the idea of "spending" DC on something practically useful Diplomacy Techs: Blackmail - Allows you to take permanent control of enemy Champions by "paying" Diplomatic Capital. Assassins - Allows to try to kill an enemy Champion (sorry, no Sov) by "paying" Diplomatic Capital. One can dream...[/quote] Provided enough time and effort, you could actu

40 Replies 131,395 Views

[quote who="Frogboy" reply="28" id="2825642"]It allows other AI players to exploit other AI players too. [/quote] That's an interesting point, but not really a solution - if I 'exploit' AI 1 by trading him some useless DC for gold, sure he can in turn 'exploit' AI 2 by trading that DC for something actually useful, and AI 2 might pass it on to AI 3, and so on - but no matter how much trading the AIs do, in the end someone gets stuck with this useless DC. We need a way to rem

40 Replies 131,395 Views

[quote who="Black-Knight" reply="15" id="2824960"]Fine, then it's charisma and it's already in the game... But here we are talking about something that can only buy favors from the AI during diplomatic exchanges. It serves nothing else! IT IS "EXPLOIT" MONEY, the AI craves it and it does nothing with it.[/quote] It's distinctly different from charisma in how you acquire it, however - where charisma is something your sovereign personally has and can gain more of by levelling, DC

40 Replies 131,395 Views

[quote who="Heavenfall" reply="6" id="2823967"]I did a mod called HostilePopulation that disabled building kingdom improvements in empire cities (except housing and buildings on resourcehoards in the world), and empire buildings in kingdom cities (and elves were on their own, too). But despite what the OP is describing, which is a huge issue, almost noone was interested in the mod.[/quote] I like that solution - or perhaps a combination: convert any buildings that have a direct equiva

21 Replies 18,180 Views

[quote who="Black-Knight" reply="11" id="2824900"] Buy Heroes ? Give it a value? But guys listen to yourselves! This thing is NOTHING it is a concept that has no realistic parallel with anything!! t's supposed to be a sort of prestige, or charisma... But those are things youcannot use to buy stuff, especially heroes, since after you "spend" prestige to buy a hero you end up with an extra hero and therefore you have even more prestige afterwards!! It's this sort of d

40 Replies 131,395 Views

I still think the simplest way to make DC work is to give it concrete (practical) value for both humans and AIs. Right now it's a gimmick that only has value because the AI is forced to think it has value - and don't get me wrong, I like this gimmick (the idea of it, anyway, if not the implementation); it's already more elaborate than many games' diplomacy systems, but it could be better. I feel like I'm exploiting the AI if I ever trade him DC, because the AI is giving away real pra

40 Replies 131,395 Views

[quote who="GW Swicord" reply="29" id="2815924"] I'm still hoping that the devs will make Essence important again by making it the per-turn mana spending cap for a given caster on the main map and per-battle cap in tactical mode.[/quote] That's an interesting idea - so spending your essence to create new casters, the main effect being that you can cast more spells per combat with those extra casters, is balanced by being able to cast more spells with a single caster (the Sovereig

31 Replies 17,513 Views

[quote who="Phylast57" reply="61" id="2816563"] Tiger tanks could be destroyed, and so was the Yamato. Nice reference & The Bismark along with them.[/quote] Apologize for off-topicness and resurrecting a dead topic, but those are interesting examples to choose in a discussion of mobility.. Most King Tiger losses were abandoned due to mechanical breakdown/lack of fuel (simply put, because the tank could not move) - the few actually disabled in combat had to be fla

62 Replies 165,240 Views

[quote who="Gwenio1" reply="49" id="2812717"]If it is a linear progression of changing resource types then it would be boring unless you could trade stuff between cities. However, being able to branch out to tweek the city to meet your needs would be interesting. - You build a mine that produces X ore a turn, with ore being a local, non-accumulating resource. - You can then build a smelter (that requires N ore and produces N metal), a blacksmith that produces t

278 Replies 548,478 Views

I used to like the old multi-step resource system with various levels of refined goods, back when we were talking about local resources you'd have to transfer between cities. But the more I think about it as it would fit into the current game with global resources, the more pointless it seems. As an example (you could apply this to any refined resource), let's just say we introduce a "steel" resource, which requires you to research a technology, build a building (let's call it a blast furnace

278 Replies 548,478 Views

Last I checked (and I haven't touched auto resolve in months for this very reason, please correct me if I'm wrong!) auto resolve didn't take range into account at all. So if your archer unit went up against a melee, they'd both start hitting each other in the first round. For that reason if no other, auto resolve produces results that have little connection to playing it out, even if it were an AI vs. AI match (which, I agree, is the ideal that auto resolve should be trying to simulate: same

16 Replies 54,271 Views

[quote who="RikazeMA" reply="29" id="2811769"] Orthus very commonly killed one of us, forcing us to restart games in order to continue having fun. That became un-fun, very very quickly. Orthus' Axe also got us killed many times, and when one of us had it, it ended games very quickly, for the AI's and ourselves, consequently. Unbalancing factors, while they do work, are hit or miss events. Either it works, or it doesn't, and you'll never be able to tell

125 Replies 350,804 Views

[quote who="Gazz_" reply="416" id="2803047"]Nah, he said "do not represent 1/10000 of total customers" so the number could be higher or lower, but not equal to 1/10000. Effectively it most likely doesn't mean what he thinks it means. However, logic dictates that the sales had started at zero and began climbing so even the unlikely condition had been true at one point. Correct would have been: "so the small portion of merely forum members may or may

420 Replies 1,128,530 Views

[quote who="Das123" reply="4" id="2801728"]Ummm, quick question please. I bought Civ 5 mainly for the next FFH mod in that series. Does Derek's appointment mean that I shouldn't hold my breath for any development now in this direction? Or was part of the deal to allow Derek to also work these sort of products? Not that I'm complaining. This is such awesome news I just hope that Derek will be allowed enough rope to get the changes made that need making within Elemental. [/quote]

95 Replies 115,456 Views

Nice stats, but.. how does she compare to any of your 12-squads? I don't remember the stats for 12 elite longbowmen with some leather armor offhand, but I'd bet on them to beat Rilis (more often than not, considering randomness).* Less damage output, but more health, etc. It's not that champions are bad, it's that regular soldiers are better - making champions weak by comparison. Take any champion, and an equivalent squad is faster to train (compared to levelling up a champion), immensely ch

13 Replies 14,991 Views

[quote who="Frogboy" reply="14" id="2796896"]You guys do realize that you're asking Stardock to make a guide that in the Civ V universe was created by a modder right? Is there a Firaxis guide? [/quote] Well, I can't speak for everyone else, but I'd rather you enticed Kael over here and got him to write it :) Perhaps not yet though, I'm with Kyogre on this - I don't mind if modding/modding guides wait until the base game settles down a bit. Graph

18 Replies 11,709 Views

The separation of champion/regular soldier equipment has always driven me nuts. Say I have 200 gold and 100 metal, I can equip a group of soldiers in full plate, and yet I can't afford to buy a pair of gauntlets for my sovereign - why can't I just make the damn things? I just want a "shop" (you could call it a forge or armory or whatever, but it would function just like the current shop) where you can "buy" (i.e. make) champion equipment from actual materials/metal/crystal/etc, not a

24 Replies 18,538 Views

I've been avoiding autoresolve due to it not accounting for range (at least last time I tried it), meaning that an archer and a melee hit each other at the same time. All the other points brought up here are good ideas definitely, but without range I consider autoresolve simply broken, it needs that before anything else.

12 Replies 9,267 Views

I prefer RifE myself, but it's.. ah.. not for those new to FfH2. It has a truly staggering amount of new features, it feels like almost as much of a change over regular FfH2 as FfH2 is over Civ4. It's definitely something to look into when you've played regular FfH2/Wildmana/Orbis to death and are looking for more replayability, more new things to try, more everything.

196 Replies 678,165 Views

[quote who="JayG" reply="22" id="2788264"]after the masterpeice that was civ iv, i cannot believe anyone would defend civ v. can they name a single fun improvement over civ iv? at least elemental has a future. without a radical design, civ v is going to be remembered like civ iii.[/quote] Well, combat is definitely better. That was the one thing that really dragged down Civ4 for me, watching two stacks of doom gradually wear each other down, and the most meaningful wa

59 Replies 180,098 Views