I agree with OP. I can get a treaty with snathi when I make 4/turn and they make 0.4/turn? The minor factions don't do anything! Why would they even accept that? Unless the AI is doing the exact same thing, exploring, meeting new factions and making treaties it will eventually get ridiculous. I make 5 treaties where I get 5tech/turn and they get 1/turn - I'm making 25 compared to each of them having 1. Game broken ri
jutetrea
Agree that decisions are necessary. Even range would make it worthwhile - short = 4 tiles, long = 6-8. Short, 3gp, 3 damage, 4 range, 80% accuracy, usable mounted, 20 ammo, piercing Long, 8gp, 6 damage, 7 range, 70% accuracy, not usable mounted, not usable if enemy adjacent, 20 ammo, piercing Great, 12gp, 9 damage, all tiles, 70% accuracy, not usable mounted, not usable if enemy adjacent, if hero use-strength taken into account for damage, 20 ammo, piercing
40gil was much more in line with their usefulness, 4gil is way way too cheap. It would cost 170-180ish for a squad of archers before, and it would be an effort to pick up a couple. Now its 16ish. Self nerf is not the way to go.
hrm, got the same issue... all magic is missing pretty much all the time. I've taken to auto resolving most and sucking up the loss of mana. Actually, with the slower pace i've got a kill squad already and haven't faced a challenge yet.
IMO in an epic I want to start small and building something big. I personally like the squad combat and can abstract out the troop sizes. I don't necessarily want a ton of screen clutter. With that said there are easy ways of depicting high #'s... Abstract out that 1 archer = a squad of 8-10. A current squad has 4 images, abstract those to 32-40, then 64-80, then 96-120. 120x12 = 1440...good size force. Figure in the lore that
I'm reposting my same reply from another topic. I think the uniqueness of the game should revolve around essence, and essence should only be available for Sov. Mana and Essence completely separate. As an addition to the below post, I think Essence amount should be a game setting - all sov start with 0, 5, 10, 20, etc. So the ability to make a godly light/godly heavy game since it would essentially be a finite resource. <div id="ctl
Wants to go back to the glory days when channelers were needed to found a city!
Just installed gnilbert's (and a couple others) last night... already a huge improvement. With that said, i'm still playing that first game and have a funky map with a ton of resources and the AI seems somewhat lackluster...possibly a result of the bugfixes mod, but i'll start another tonight to check.
Looking forward to it, love the books.
As it stands you can have 8x12 per side, so 96 soldiers on each side (are there bigger groupings then 8?). With tile based you could have 96 on one side, vs the dragon on the other...surround the dragon - and then you'd have 8 conga lines of 8 soldiers surrounding the dragon with 4 groups of 8 outside the circle. I personally like the tactical rather than the strategic battles, but could see the desire. How about as a future upgrade you have your tactical stack vs st
I play strategy games feverishly for awhile, then at some point I realize how much time I've spent with nothing to show for it. Yes I enjoyed the play sessions themselves, but there is no long term accomplishment. Campaigns are good, but generally structured and frequently not relevant to sandbox. Starcraft 2 for example, great campaign feature of earning upgrades and research bonuses. Non-linear, able to somewhat customize to playstyle...made
Agree, I want all the metrics they can throw at me: Total number of troops killed Total damage dealt, total rec'd Total gold accumulated total buildings, cities, resources highest income period, graphs most frequently used spell (also want spell hotkeys!) most used troop how many heros, what levels how many battles, etc, etc, etc
Awesome job, and I'm only about halfway through. Hired as QA!
Leveling - lairs would still exist and spawn, but out in the wild - not your backyard. As you expand you would find lairs that have been left alone for longer and longer...gaining more and stronger mobs (and accumulating more loot...somehow). For troops, the "experienced" techs could raise level. For champions, level 1 champions shouldn't last long out in the wild. They should level up over time as well, if they survive. Which should mean they should get at
Back when I heard of this game I thought the coolest feature was the sovereign - a badass with the capability to restore the land, you could walk the land as a wrecking crew or use your essence to improve the land and your kingdom. The way it is now, he's just the first spell caster with the ability to grant others essence...whee. IMO: Sovereign should start the game out in mid game form. Essentially a "god" compared to everything e
Back when I heard of this game I thought the coolest feature was the sovereign - a badass with the capability to restore the land, you could walk the land as a wrecking crew or use your essence to improve the land and your kingdom. The way it is now, he's just the first spell caster with the ability to grant others essence...whee. IMO: Sovereign should start the game out in mid game form. Essentially a "god" compared to everything else -
I got one last night, only my 2nd CTD in > 30 hrs gameplay.
We have wild animals around here, but all the predators have been hunted out of the area. Similarly, we have crime, but not a great deal - at least here in the suburbs. IMO civilization has a certain deterrent factor in terms of reducing the volume of critters/bad guys. I am equating influence with control and that may not be a direct relation. Possibly add an initial influence, then a smaller zone of control. Influence is a "border" that prevents opposition citi
I'm not sure about the ramifications of having permanent structures - seems there would be quite a few cluttering up the map. To simulate permanence, possibly reduce the total # of spawned special tiles but allow them to be re-usable to a limited extent. I'm not sure if I'm a fan of the research X - new mobs spawn at a higher level, new tiles are available. I'd almost rather have it be leader must be X level to enter. Back to the multi-use idea - From the beginning o
Have played 3 longer games so far, approx 20 hours or so. Games running great (Older AMD x2 system), 1 CTD, 1 bug where save > return to game needs a zoom/unzoom to fix graphics. Please implement monster lairs, please do not randomly spawn/respawn larger monsters way beck in my civ in a little circle of un-influenced space. Please hold off on the endless waves of spiderlings, wolves, bears and bloody caravan killing bandits... I've already conquered th
Agree that the direction seems to have gone away from the initial premise of the sov healing the land. The initial video/preview of the game got me thinking that the sov was the strategic focus of the game - be a brute and lead armies or stay at home and boost your civ. IMO since essence is essentially the unique value it should be important - and usage of should be very important. Re-work the sov completely - Can't use stat boost equipment</
I'd like to to see the item system buffed a bit in terms of available weaponry, i.e. limited by avail resources, civ and research. Right now everyone is working with the same pool and "metal" weapons are pretty bland. Have a couple (not too many) types of metallic resource..ventri? Cities with access could build better weps, similar to MoM, although possibly more limited. Spend some production points (i.e. turns) building stores of special weapons with slight bon
My initial turn on to this game was the entire idea of a sovereign being a decision point in and of itself - keep all the essence and be a bad ass adventurer, or give up your essence to make your empire more powerful. I like the idea of a finite system, completely unrelated to mana. Mana is stat based, standard RPG fare. Spells are limited by starting spellbooks, found spellbooks, research and shards for higher level spells. Start with X essence - say 10 for exampl
My Game starts out great initially, but starts to slow a bit towards higher activity (medium map, 4 opponents, 4 sub opponents). Near the end its uncomfortable, have to right click for a move then wait 3-10 seconds for the game to register the move. Similar with end turns. athlon x2 3800 4gb ram ati radeon 4700 series XP SP 3
I had this conversation a couple days ago with a co-worker who is a gamer, primarily FPS but really likes Civ and SimCity as well. I let him know about GalCiv, Dominions and this beta. It pretty much came down to the fact that I'll buy ever Blizzard game made, (almost) every bioware game made, and every stardock game made. Quality companies that put out good product. In specific with Stardock I love the fact that the devs interact on the forums, they