Hi, While the SMAC view is interesting i think we enlarge the field of application of its effect. I want : Your playing habits become your civilization doctrines. You focus on non-magic research rather than magic research => You get a bonus on non-magic research but your magic research get stunted and limited. You are researching any flavor of fire magic => You get a bonue for fire magic, more flavors of fire magic, every other magic elements research get
McFungos
@ SackLunch It would be good to have one random event related victory condition in each game. @Spartan Want uber event too :) What a Drenghin in
@Spartan Sorry to be more oriented to the MoM x Valkyrie Profile way to conceptualize heroes. I understood you desire to shape heroes in game but players will eventually know the "Triggers" that give this or that trait and will put themselves in situation to get for their heroes the desired trait. In fact they even may rotate their heroes so everyone will get in situation to get a given trait. In overall, one can manage to get his heroes with the same traits with enough undest
Hi, I would like to have an event related victory condition. A victory condition that won't appear every game so players won't plan on it but can change the whole gameplay when it happen. Like this one : The world is invaded by armies of demons, the player who manage to destroy 60% of their force is declared Savior of the World and win the game. As the others victory conditions still apply, players have to rethink their global strategy.
@Spartan Traits would be the first thing i will disable when i get Elemental :p I approve the RPG orientation but i dislike the too much random x pokemon x sims way it's done in CK or Total War as the probabilities are too badly handled. I got a character with twice inbreed trait in CK. So i would prefer the RPG-Console oriented heroes, unique heroes with predefined grow chart acquiring skills, qualities and flaws. Upon leveling up a hero can also either
Giant turtle city. A city built on the back of a giant turtle (Discworld anyone ?)
@ Spartan I hate long & careful planning getting scewed up because the wrong characters got the wrong trait resulting a revolt in one of my top cities and hurting my war effort very badly. Heroes can come into 2 flavors those who are good administators and those who are good field commander. They should neither age
@Spartan I can't stand Crusader Kings heir/lineage system Total War's Vices & Virtues & Traits system Too much like Sims x Pokemon x Tamagotchi. Too much time consumming. Hate consulting the stud book and other pedigree. So if it can just be an optional gaming rule, i will live with it.
Please don't overdo the governor stuff. I can't bear managing governors in the same than in the Total War games (4x + Sims).
I just want to know the time needed to generate a new Uber big map. What can be scary are the save game loading time and the size of each saved game. I just hope the Elemental won't end up as a new CPU 64-bits benchmark.
[quote who="Asharak" reply="11" id="1934090"] Not to mention the issue of "Wow, there are 50 swordsmen coming over the horizon. Are they well-armed and trained, or are they a bunch of conscripts?" If I can't tell just by looking at them on the map suddenly this becomes a UI issue Brad, can you speak at all to how well the game and the UI will handle this sort of thing? Will there be enough constants in the combat system (e.g., swords always having a higher base damage than axe
[quote who="GoodGame" reply="18" id="1932629"] No substitute for time? I think you mean, 'There's no substitute for POWER'. Ummm.....pOWer. (work per unit time).[/quote] Need to do crazy research "Magic to Matter" [quote who="xthetenth" reply="4" id="1933411"] Why do producing cities need to be at the top of the list if other cities need the resource more badly? I'd prefer a true priority queue, where each city's n
[quote who="Nathaniel Richter" reply="4" id="1933099"] Agreed, but if you are going to do 6 GB ram might as well make it 8 GB. [/quote] Next Intel socket 1336 offers triple channel ram possibility (3x1 gigs or 3x2 gigs). So it would be very likely to see 3 gig & 6 gigs in 2010 future PCs.
For each ressource, we should have a list of priority. Cities at the top if each list are producing that ressources. The fellowing cities have top priority to get the produced ressource and so on with at the bottom the cities which will be the least supplied. Each list can be re-ordered but ressources producing cities are always on the top for the ressources they produces.
Elemental should be available in bundle with 4 gigs & 6 gigs rams packs.
@Zaisha Ok, as long we avoid the Oblivion uber armored thiefs in the late game.
The best would be a the world divide in area, for each area you can buy, trade, get maps that increase you understanding of it. You can also explore but some dongeons & secrets should be only available through maps. The objective would be to discover 100% each area. Somewhat like sea maps system in the old "High Seas Trader". NB : It would be good to have some hard dongeons close to the starting positions that would advert the trope : "Farther you are from
Player should start with a rough map of the world & a better one of its immediate vicinity. The game universe has a past, so it's not uncommun to start with some minimal geography knowledge. It could be nice to have maps as purchasable items that would give you more precise information about certain area : dongeons, ruins, mines,....
Giant Earthworm was my prefered unit in MoM. Its stike from below was too powerful.
[quote who="Torment" reply="7" id="1930454"]I am wondering that why the devs are "ignoring" some threads, while in some topics not one, but more devs are replying. [/quote] I have the same feeling like you however i think a such feature has to be pondered lenthily. Is it doable ? How to keep it balanced between human player and AI ? How to keep it balanced with others forms of gameplay (Heroes based, Mage spell casting based, ....) ? I hope for monsters
I prefer floating cities (Call to power 2) or undersea cities (Dominion 3) Floating fortereses are overrated and bear the "Take me down" tag on them.
+1 Waited for it since before GalCiv 2 Beta 1 :p
Here my load. - Floating sky cities - Underwater cities (Dominition 3 anyone ?) - Golems/Constucts/Daemons designers => create you own monsters sort of Gal Civ 2 ship designer tool. You can create your own units it's should be harder to get the researches and most of those unit won't get any XP. (It's not Spore) - A lot of secondaries objectives, like the possibility to get/research all spells beyond the starting set, possibility to own cities of each races,
1 => I think that it looks so much like Master of Magic :O
Woot at least after +2 years of waiting :) I remember that Draginol was talking about it since the first beta of Gal Civ 2. I pre-ordered it asap. For those who hesitate to pre-order it, i should remain them that there is a discount coupon code with the Stardock 2008 Report.