[quote who="NTJedi" reply="10" id="2170393"] Denryu... something which may bring you some hope is if someone created a race where the vast majority of units should be immune to routing the majority of others would have a strong resistance to routing. A race of undead comes to mind, but unavailable in the base version of the game so you'll have to wait for the modding.[/quote] *cough* *cough* Dominions 3, Late Age Ermor *cough* *cough* Ser
Ynglaur
A friend of mine drew a great cartoon showing a fantasy novel, on the back of which was a great reviewer comment: "Just like Tolkien!" -- Tolkien
[quote]Seeing new cavalry - nay, other units - based on location would be a great way to not only make you want to try and achieve new locations (or play from new regions) but it will allow some new strategies and spells to be created. Living in a forest, your channeler may charm a few dozen wolves, then place enchantments to increase their size and strength. Congratulations, you now have wolf riders. Add in worgs/wargs, bears, hippos (near watery areas) and each kingdom can gain its own spec
I think homogenous unit groups ("fleets with one ship design") are fine so long as you can use unit combinations effectively. For instance: Having archers stand directly behind spearmen and fire between them (warning: only attempt with well-trained archers). Having skirmishers retreat through friendly lines (again, a professional army is probably needed here I guess in general, lots of "cool" mixed-unit tactics would probably have a prerequisite
/summon beta(0) /command beta(0) changeval(startdate, from:June2009, to:Now)
I also respectfully disagree with the OP. If the OP's intent is to reduce the time spent chasing army remants over the strategic map, I'm fine with that. It's perfectly reasonable to assume that, upon losing, some/many of the routers may outright desert. I would have 100% of them desert in most cases, but i think you can have routing that keeps the game moving, rather than just keeping the game going.
I'm not sure adding more combinations of damage types add depth to the game. Complexity, yes, but depth? I think depth comes more from assymetrical effects countering each other. At the risk of lauding it too highly, Dom3 has one of the best assymetrically balanced systems out there. The game is horrendously unbalanced, in that there are any number of cheesy ways to gain an advantage. But because there are so many ways to gain advantage, they end up bala
[quote who="Denryu" reply="9" id="2160975"]As far as the "space sci fi with no aliens" goes, I have heard that the Honor Harrington books have little or no alien influence and that it is the best space sci fi out there. Haven't read it (yet) so all i can give you is hearsay. Dune also comes to mind, although I am not sure that it is exactly what I would call space sci fi...the original trilogy is definitely some of the best sci fi ever written imho.[/quote] OT, but the
Oh, and add my vote in the pool for Bear Cavalry.
[quote who="b0rsuk" reply="3" id="2158084"]How about Dragoons ? Not strictly a type of cavalry. Actually infantry that used horses for deployment and fought on foot, and had infantry ranks. They were especially popular in XVII, XVIII centuries (they used firearms - but pre-gunpowder Elemental dragoons could use crossbows) in Europe, used for quick reaction, cracking down on smugglers, brigands, civil unrest etc. They were cheaper to recruit than cavalry, but were at a disadvantage again
Rather than Impulse vs. Steam, I'm more curious to compare Impulse to Steam to salesforce.com AppExchange to Apple iStore. In general, there seem to be a lot of competing distribution platforms for various types of software. I'll be curious to see in a few more years what people generally think works vs. what doesn't, and in what field.
Yeah, I heard about Demigod's launch. I used to have a lot of respect for Gamespot, but the fact that they're unwilling to revisit a game after launch takes them down a notch or two. Can you imagine the review of the original Counterstrike vs. the final version pre-CS: Source? It was a totally different game. I also can't help but notice that over the years they've been more...generous...with the larger development shops. It's very rare to see Gamespot rate an in
NTJedi raised a good point about the additional complexity--and implicitly "non-fun"--aspects of disloyal advisors. Perhaps tumultuous internal politics should be a game option, simliar to the various trading options in GalCiv2 today. Things like Rebellions, Disloyal Followers, etc. could all be optional by game.
I like the idea above about capturing enemy heroes a lot. Since some of the inspiration comes from The Silmarillion, it'd be nice to be able to capture Húrin, or his Elemental equivalent(s).
Well, there are only 10 types of people in the world, after all: those who understand binary, and those who don't. :p Trick question: does the author of the above understand binary or not?
I'n not so sure that such loyalty is guaranteed. Western democracies elect crooks all the time. [e digicons]:grin:[/e]
I seriously need to upgrade my laptop...the interesting thing is, in the past upgrades were almost always geared towards the graphics card. This looks like the first game in awhile where RAM and perhaps CPU will matter more. SupCom needs a fairly decent CPU as well - I wonder if we're finally getting to the point where graphics card is not always king.
From a technical perspective, it looks like the game engine--at least to appearances--is an advanced version of the GalCiv2 engine. Zooming, tiles, etc. look familiar. Far from being a bad point, I think it's a good one: I like GalCiv2's interface a lot, and it goes to show the strength of developing solutions for generic requirements, rather than developing towards a very specific requirement. Now if only more enterprise software will take this approach. "You said
It'd be interesting if the makeup of the Royal Council changed with the faction. Some might divide advisory and administrative duties out to city governors - others might maintain a small council of minor hedge wizards. Just an idea...
I vote for the following types of achievement: "This unit has lost count of the number of it has slain. It seems it can't go out for a casual afternoon stroll without stepping on and slaying a dozen of the things." "Enemy generals vie for the privilege to fight this general - he's lost so many times, they figure they can't lose." "This general is soft and lazy, preferring the easy life of the military camp to the hard toil of t
I think not only an animation, but having to move your units to a city in which to conduct a triumph would be required. You have to pull the army out of the field, but the army and city (nation, maybe?) gets a boost. The cost wouldn't just be gold, per se, but could be opportunity cost as well. Some nations may also want to parade prisoners, or execute them, as part of the triumph (opportunity cost of lost ransom, perhaps?). I thinkthere are losts of ways for this to
Personally, I like a bit of a blended model: Start with a large libray of effects Add a large library of and prequisites to those effects ("prequisite" isn't a great term here - maybe "side effect" is better, or even "means"). Create base library of spells that use these effects and prequisites Let modders add spells as well, using these effects and prequisite In Dom3, there's a cool spell that sends a flock of ravens to a bat
Warning: slightly frivolous idea ahead It might be fun to allow your armies and/or generals a "Triumph" if they succeed in some large feat: defeating an invading army, conquering another kingdom/empire, completing a quest, or even succeeding in some great act of diplomacy. It might be cool to see your Army of Light/Army of Doom marching/tramping down the city streets bedecked with flowers/heads of their enemies. Maybe throw in some in
Just pre-ordered after seeing the GDC video. I had planned to wait, but had to feel like I was doing something. :)