Ynglaur

Ynglaur

Joined Last seen Member # 2494639
26 Posts 398 Replies 783 Reputation

Very cool idea. I think some of the early threads in the Elemental Ideas forum had similar concepts - but in those cases, the player (ahem, Channeler) would still control the vassals. I actually like the idea of not controlling them directly, though I hope there are ways to influence them.

79 Replies 151,914 Views

[quote who="SavageBananaMan34" reply="3" id="2352374"]I think the resources that are needed for a TW clone are better invested in correcting everything the TW games fail at: namely, everything but the battles. [/quote] ROFLMAO

30 Replies 28,620 Views

Very nice. In the second screenshot, it looks like an army of some sort is waiting around. Reminds me of the Saruman speech in the second LotR film. Will soldiers in cities be able to occupy the walls?

48 Replies 99,077 Views

I know precisely what Zubaz means. My own company's software is extraordinarily complex and difficult to configure, but is very powerful. We come across very few business requirements we can't configure. That said, oftimes I wish we had an "Easy" button, or at least a "Basic" and "Advanced" view of some screens. Some customers' requirements just aren't that complex, and it'd be nice to present a simpler interface for them, while having an optional advanced int

125 Replies 298,095 Views

I think the GalCiv2 AI did this sometimes. It's a great idea, though you have to be careful about not turning it into a cheese-fest of "everyone gang up on the winner". In the real world, at least, superpowers have as many sycophants as open enemies, and perhaps more. Of course, subversive sycophants can make troublesome friends.

12 Replies 40,004 Views

One reasonable "big response" might be to cut losses. If an AI had 80 cities and lost 30 of them to an enemy, perhaps it would simply abandon another 20 and defend the final core cities, which are likely more valuable. Heck: gift 20 of them to someone who isn't yet at war with your enemy. (I think one of the better GalCiv2 players did something like this once. He basically got all the other races to do his fighting for him throught the judicious use of gifting planets

14 Replies 9,929 Views

13th Warrior Great film that proved most movie reviewers didn't bother to learn anything about mythology in college.

35 Replies 96,517 Views

Counterstrike was a mod for the original Half-life. It started off very primitive, but over 1999/2000 it gained a lot of cool functionality. Valve later distributed it as part of the Half-Life: Game of the Year Edition. Counterstrike: Source is a mod using Half-Life 2's engine (called Source), but it was developed by Valve and was not free (unlike the original). If I recall correctly, though, Valve hired some of the creators of Counter-strike. It was lik

30 Replies 72,272 Views

It would be really nice to have Fences inside of Explorer, or even another app with Explorer's functions. Heck, add it to the View options: List, Detail, Tile, Fences . I love having my desktop organized with Fences - having my folder organized the same way would be great. I might actually use something other than Detail view if I had this.

13 Replies 46,895 Views

RalphT - Thanks for the excellent explanation. That makes a lot of sense. I happen to value the "cool" factor of naming, but that's just my Inner Geek. :)

100 Replies 430,639 Views

We know there will be dragons, and we know there will be oceans, so I think it'd be neat to have sea dragons, sea serpents, and other aquatic creatures that are sometimes recruitable. Like their land-based counterparts, they would likely be rare and powerful, but could add some variety to the oceans. I'm a little worried oceans will just end up "dead space" on the map, and not really have any part in the gameplay. This happens in a lot of games, though, so I don't want to ov

20 Replies 7,459 Views

[quote who="Silicor" reply="7" id="2329533"]A wargame I own has a system like this: Commanders have a leadership radius and troops in that radius get a bonus dependent on how good the leader is and dependent on how far the troops were from the leader. The radius is the same for all commanders to make it easier on the players to know what is going on, but better leaders give better bonuses. Leaders would have to have to have a certain "Leadership Rating

11 Replies 4,352 Views

[quote who="GW Swicord" reply="6" id="2329353"]I've never been a hardcore wargame guy, but how's this for a twist: instead of leadership just providing flat combat bonuses to troops, put the troop skill levels in that math. Green troops under an expert commander can only gain so much from that commander's leadership skill, but elite troops can better understand and apply the skilled leader's orders. (Yes, I'm ducking the 'logistics' side of the question; those old threads Kuloth linked kinda

11 Replies 4,352 Views

[quote who="Zubaz" reply="29" id="2329328"]For real game tie in we need something like this: http://en.wikipedia.org/wiki/Choose_Your_Own_Adventure [/quote] Hey, I read that!

54 Replies 188,338 Views

Javascript is incredibly powerful--I agree it's far more than a mere web-page toy creator--but it's not truly object-oriented, and isn't close to human semantics. Lisp's definition is written in Lisp, for goodness' sake: that's powerful semantics.

67 Replies 114,682 Views

In general, I think the approach should be to have polished functionality over non-polished. If you're targeting a date, reduce scope, becuase you will pay for poor quality eventually: either with expensive patches, or with lost sales. The date seems fairly flexible at this point. Frogboy going from Winter 2010 to Fall 2010, given it's been in development for 2 years already basically just added 20% to the schedule, which is within the usual estimate range for sof

252 Replies 595,036 Views

Not quite what I meant. What I mean is this: let's assume Commander A has 1000 "command points". Unruly Peasants use up 5 command points each, so Commander A can only have 200 of them in his/her army. Spartan Veterans use only 1 command point each, so Commander A could have up to 1000 of them in his/her army. Does this make more sense?

11 Replies 4,352 Views

Just a quick idea: we've had some posts cover the concept of a "Leadership Rating"/"Command Rating", as well as "Supply Ratings", etc. with the idea of abstracting the level of management required to support armies of various sizes. This is captured by the "Logistics" abiilty in GalCiv2, for example. As a subtle, but useful, additio to this: I think units which are better trained should require less "leadership"/"command"/"logistics". Well-trained soldiers likely have good

11 Replies 4,352 Views