[quote who="Frogboy" reply="39" id="2505784"]Just like in Stellar Frontier, if a given user doesn't have a particular mod or asset it would be uploaded to them. We don't expect users to have to hunt down for mods.[/quote] Thanks god ! Supreme commander badly needed that feature, and it killed the modding community (there were always a good community, but really small. It was hard to get games runing to try new mods) Autodownload mods is absolutely needed.</p
vieuxchat
Effects aren't always numbers. Invisibility doesn't rely on a number but on a boolean (you can/can't).
You need to be adjacent to the tile. Diagonals don't count.
The best solution would be a hex based game [e digicons]O:)[/e] I would love playing such a game. But it seems Elemental won't go that way. Anyway, I also think that diagonal tiles should be available.
Distances. With only orthogonal placement, you have to be close to special locations. I think they want to avoid squid-like cities.
A gameplay reason? To avoid X X X X X etc.
[quote who="Kodiak888" reply="47" id="2488079"] Quoting vieuxchat, reply 43 I backup every game I buy, then write them to a DVD. How is it different from a retail version (apart the re-sailing thing) ? These backups are mostly, if not entirely useless without the Client. And without some of the updates which are unavailable to you outside of piracy even ones that work without the client are near useless. This is what needs to be addressed. We
But why can't we build "in advance" ? It would be good to be able to plan things like that : CHHH (C = city, H =hut) instead of being forced to wait for the first hut to be built to be able to place the next one.
[quote who="GoodGame" reply="35" id="2487273"] Quoting vieuxchat, reply 3 You never owned any game. Even when you had a disk. And with impulse you can archive your game on a cd/DVD/whatever. (I don't know for steam or D2D) That's true, but what you're missing is that with a disk, you can reinstall at will (till the disk wears out). That's a problem if say you move to an area with poor (overpriced) internet access and sa
[quote who="Valiant_Turtle" reply="2" id="2485256"]To be honest this seems to be pushing quests a bit too high up in importance for my comfort. This is fundamentally an empire building game with questing elements as one method to help build your empire. It should be entirely possible to completely ignore them if I want to . On the other hand, if I've invested heavily in Adventure techs I think I'd feel a bit cheated by a free-for-all quest that anyone can do.
Yep, cities should be separate in two kind : special ones and ordinary ones. the special ones would be able to get some kind of government or a chamber lik ein venice or a guild, things like that. But it would cost a limit independancy for them : you don't choose what you build, but what kind of things the city should focus on (like Warfare/civilization/etc..)
That bug is still in 0.264
Even in your Zone of Influence, units stacked with the sovereign won't gain their HPs.
I was thinking of something : there could be two kind of cities, ordinary and special ones. Tes "twist" is the special ones can only be built by someone ... special. Sovereign or heroes. Those special town would get access to things like political chambers, dynasties, special structures, buildings, etc. As a drawback those cities would get some limited independance : you don't choose what they build, but what path they want (civilization, warfare, exploration, etc...) and the hero/sov
Grogtank .. what is your point ? I don't understand what you would want about the research mechanism. I was just saying that the research system - for now - isn't like MoO1. The only ressemblance is the fact you can choose a "path" and not a tech to research. Now, I must say that it's fun to play with it (played a dozen games since the 0.262) ... but ... it still lacks something that would make it really different. It's still "techs".
[quote who="Grogtank" reply="31" id="2483920"] Also thanks to beta feedback, we came up with a different technology system that is, ironically, quite similar to what was in Master of Orion 1. This is an area that is proving a wealth of future fun for us as we prepare to create different technology pools for the different factions. Ok you have me. The quote above is enough for me to pre-order. MOO1 was truly a wonderful game. You could adjust points spent in research on on
I think it's normal. I was charged when the first beta came out. Now you just have to wait for the next beta.
Yes ! Machiavelli the prince ! That's it ! Great memories :)
[quote who="Kodiak888" reply="1" id="2483949"]I tried reading this from the GalCiv forums, which has a black background, and your text is unreadable. I had to highlight the text to see any of it. It probably looks fine from whatever stardock forum you're on, but it's something to keep in mind when posting in any of the off topic sections... A bit on topic, the largest problem I have with Impulse, Steam, etc, is that you are made very aware that you are only buying
In some old games I played - and forgot the name - you were a company that needed to do money thanks to trade. But you also had political things happening in Venice. You could try to become the doge. It would be a good idea to get some things to do in cities other than just building things. there were also a game that played in the ancient Rome. you had to deal with a TBS and a political simulation of the Senat. And I like the idea of being able to graphically design my city.
In the diplomacy screen you can see what tech have been researched by your enemies. There's no point in spying if a windows can already give you everything you need to know (you even know their diplomacy skill !!!) Why not giving some rough estimation of the power of your enemy ? Instead of "Diplomacy : 0" you would have "Weak diplomacy" or the word diplomacy written in a meaningful color (red for weak, green for strong, or something like that). Moreover, invisible units shoul
Since the first beta I often can't travel along the shores.
Will there be some kind of drawback to failed quests ? Real drawbacks. You had to got that special egg ? You broke it ? It was a dragon's egg, and Mum isn't really in a good mood. You speak of rewards/consequences, but you only say "get .. get ... get" ...". Couldn't it also be "Lose .. Lose ... Lose ..." ?
[quote who="KbT" reply="37" id="2483287"]It's worth noting Civ IV has come the closest to this, with its unique improvements and resource system. It's still not great, but it's closer. I really hope you can work out how to do this; one way may be to take the idea of cities being characters, as if in an RPG, very seriously .[/quote] And why not ? What should you need ? I mean in a P&P RPG. What make characters remarkable are their stories, weaknesses. What make some
What about failure ? If you fail your quest it would be cool to have some drawback : a dragon appear, a city revolts, etc.