Here is an idea for a different approach to pop control and prestige/growth rate. I had thought of a global pop limit at one point but that would never work because eventually attrition would take it's toll on everyone. But what about a Turn based Growth pop limit.. I.E. Depending on map size the worlds pop grows by X people a turn. So say on a very small map turn pop growth is set to a max of 10. There are atm 3 players and a total of 7 cities on the m
XeronX
Got mine first thing today as soon as I saw the post. Already played 3 games as a terran and lost two, yay go me. And no we didn't all have beta keys yet. :-P And Pacov ty for posting about it you are a god among men.
Alright, downloaded Python and IDLE and went to the bookstore and got a beggining programming book for python. Though also looking for the anwser to the question 2.6 or 3.1 for the python version?
Actually while we are on the subject of Omiron shouldn't we also discuss Stunty the Spell Stupid who invested in no books whatsoever. Well least he has for this phase of Beta. In a game call EWoM shouldn't having at least a basic spellbook be a requirement. While it is quite nice not to have to worry about SP buildings, and Studying spells and probably a whole tree of tech. And while having lots of choices as a player is always a better thing. I am not sure this is a choice that shoul
Wow been a long time since I have seen a C64. Reminds me of playing Buck Rodgers and DND turn based boxed games on floppy disks. And for you kids out there I mean real floppy disks, not those 3.5 hard ones And ahh basic also. How many of you programmers started by writing the guess the number between 1-100 program.
Alright I have to weigh in here and yeah I am probably opening myself up to so much fire but. I just don't get the Bliz and WoW hate. WoW is a good game, played it for 5 Years. Loved the graphics personally. Loved my toons 80 War and Mage, 75 Shaman and Rouge when I finally quit. It is hands down probably the best MMO on the market. But it is too fashionable to hate the bigest now-a-days. Like someone said earlier, Love them or Hate them they produce quality. Just like St
[quote who="PyroMancer2k" reply="57" id="2597114"] Quoting XeronX, reply 55 Food = Farm, Wheat Farm, Granary, and 7 Gardens Total of 16 tiles Housing = 3 huts at L1, 5 houses at L2, 10 houses at L3, and 13 Villa's and a slum at L4 Total tiles at L5 17 And at the end of L4 I had 15 Production tiles (By production I mean they could produce anything but housing or fo
And to expand on the previous post lets take total production at each level of city growth (I would assume a possible error of one or two tiles at most in the following which as you will see doesn't affect the numbers enough to shift the benefit) A L1 city has a total of 8 Production tiles at a modifier of x1 for 8 Production. A L1 city needs no Food or housing tiles. A L2 City needs 3 food and 3 House tiles minimum so you have 10 Production tiles left at a x2 modifier fo
Well ran a city to L4 and managed to get it there before the game crashed. Don't get it managed to run a game 1251 turns in Z2 but even getting a game 300 turns in Z3 has been a heroic feat, But I digress. I took me a total build to get to a city that could L5 with Food = Farm, Wheat Farm, Granary, and 7 Gardens Total of 16 tiles Housing = 3 huts at L1, 5 houses at L2, 10 houses at L3, and 13 Villa'
[quote who="Frogboy" reply="33" id="2596286"] Housing costs food because we use housing as a way to let players determine WHERE people will settle. Every other solution I've seen suggested in the forums ultimately involves players having to monkey around with sliders or have to figure it out on their own which cities are going to have the highest population in the end which isn't fun. Also: To Repeat: It's not a post-apocalyptic world. It's 100 years after the cata
[quote who="Megajames75" reply="14" id="2594934"]I have an idea that might improve that in several ways. At the moment it looks cluttered is almost to much choice. Instead of giving a separate icon for each colour of clothing, why not have an icon for each unique type of clothing, then a slider, or a selection of available colours. This appears to be partly implemented with the main and trim colours. Would
While I defeinitely understand that by making the building of housing consume food vrs the population consume food as a much simpler mechanic. There comes a point where you can possibly oversimplify and lose the magic of the experience. While I would completely support this system (I am not the one spending hours of my life making this game and appreciate the hard work of those who are) It just feel wrong on a very basic level. But more than the point of an emotional aurgument
I am thinking that they are thinking more of a baulders gate style system :-(
"Beta 1 is not about game balance. If you’re enjoying beta 1 then we have failed as beta 1 should not be remotely fun (I’m seriously about this guys because if it starts feeling fun it will create unanticipated inertia towards certain game play elements that we may radically change for beta 3 – ask anyone who’s ever been in a beta before, people get really invested in bad game concepts that they get used to)." </
Classic Battletech tabletop hehe
A trick I have found and currently use is clicking on the city. Click the little silver sheild near the center portrait. Select a Unit and hit Eject. This should move the unit outside. (There's more, wait for it) Then take the ejected unit and move it to a differnet square. (very important) then click on the city and repeat the process for every single unit one at a time. It can take forever but generally works.
Give the old classic MoM TB grid like in that screenshot anyd ay. But mabey thats just my age showing. Damn twitchy kids make me feel old enough anyways in FPS's. TBS's are where my older, wiser, and more experienced self should school them ;-p
I beleive they said there would be an option for both, not sure though. Trying to find and old post in forums is like .. well.. not recomended.
You make some good points. Food: I also think food should be a requirement of population and not housing. Mabey factor up the amount of food a garden or farm provides and link it to the total population levels of a city. But house just doesn't feel right requiring food to build. Prestige . I hadn't really thought about destroying prestige building after capping. 1 Because I just assumed if you ran to far negative
I was just wondering if it was possible to get an idea from froggy about what they envision the tactical combat engine will look like. I know it isn't till beta 3 or 4 and I am not in any way advocating or saying I want it right now. But after 40 or so playthroughs already I am curious what we can expect for a starting point. I.E. are you guys envisioning a MoM type combat engine for the turn based, or are we looking at more of a Starcraft like real time eng
The dowside is for those OCD oreiented players... like myself. Who really hate a bunch of stuff cluttering up our screens. Now if the game had a save file for units that you could choose to do this it would be fine. But every design from every game is getting old. Especially with the fact that you add a single peice of armor and you have all whole nother unit showing up every game and with the beta testing and trying this and that to see if something works, still works, and is going to work c
Yeah wrote that before I got into the geta and saw the actual mechanics. Shame too, because a good auto-build feature would still be nice.
Personally I would just like to see a Computer player that cannot enter you ZoC without declaring war. Especially since those pissy little bastards always scream at me the second one of my units try to cross thier precious ZoC and forces me to declare war just to keep exploring.
I am pretty sure that later in beta as the work on the inventory system we will be able to change equiptment and move it around between our champions. It just isn't in yet.
A snap to any available unit that has Movement button would be nice.