Denryu

Denryu

Joined Member # 2555936
59 Posts 1,097 Replies 1,051 Reputation

I like the idea of many resources. I also think there are some resources that there should be nodes of everywhere. They are common, and these should be the resources needed for building most of the basic equipment. Iron, wood, crystal. I do not like the idea of the cities producing a basic minimal amount automatically. I much prefer that these "backbone" materials are so readily available on the map that no one gets blocked from producing things. However holding multiples should give

95 Replies 660,468 Views

[quote who="Tormy-" reply="98" id="2395558"]^ wow...just wow! Denryu, according to your profile you are 46 years old....I am speechless. That was totally uncalled for. You don't understand what we are saying at all. NON-NEGOTIABLE or not....doesn't matter. We are talking about an alternative system as an additional gameplay option. No one said, that the CORE concept should be changed. You are flaming like a 11y old WoW player to be honest. [e digicons]uke:[/e] [/quote]

238 Replies 563,965 Views

[quote who="arunodayt" reply="91" id="2395233"] Quoting Demiansky, reply 90 If sovereign death = game over, it will greatly benefit the player and severely penalize the AI. Essentially what you will have is a moral hazard in which the character will be motivated to use his sovereign more carelessly and level up/ gain rewards faster than the AI's. When faced with throwing away hours of work upon defeat of their sovereign, the player will invariably

238 Replies 563,965 Views

[quote who="Demiansky" reply="96" id="2395455"] Quoting Tormy-, reply 92 Quoting Denryu, reply 89 Quoting Tormy-, reply 85 This is a very subjective stuff. You like it, while others don't. This is the problem. This is why we need to have an option [at least via modding...] to somehow play with different rules. If it can be modded, then great for you. But any game that they

238 Replies 563,965 Views

[quote who="Tormy-" reply="85" id="2394329"] This is a very subjective stuff. You like it, while others don't. This is the problem. This is why we need to have an option [at least via modding...] to somehow play with different rules. [/quote] If it can be modded, then great for you. But any game that they try to put option in to please everyone will just please no one. Do you not comprehend the meaning of "non-negotiable"? It means it is time to move on and quit whinin

238 Replies 563,965 Views

[quote who="Sammual" reply="76" id="2393676"]Add me to the legion of people who are not a fan of this idea. If you want to give the player a 'get out of Sovereign death free card' don't make it random. There is good random (Map generation) and bad random (Do you loose the game or not). If you want players to be able to spend character creation points to avoid thier Sovereigns death, let them buy a Contingency spell. Contingency: A spell for em

238 Replies 563,965 Views

[quote who="Dunnar" reply="67" id="2393341"] Quoting Dunnar, reply 66 I like the idea of getting a choice before the battle ensues. Either you flee to the nearest city and lose your entire entourage, or you engage in battle. You cannot flee if you are alone. Hmm...after thinking about this a little more, it seems too easy to exploit. Run around with one additional weak unit in your army and any time you get engaged, it's a f

238 Replies 563,965 Views

[quote who="kryo" reply="14" id="2392877"]It's worth noting that teleportation was specifically excluded in GalCiv because of the issues involved in making the AI utilize it as well as a human could. I wouldn't jump to expect it for certain here just because many other fantasy games have them. [/quote] Galciv had wormholes - I call shenannigans!

40 Replies 20,369 Views

I do not care for the evade option, mostly because it is chancy. Here is my two cents on what I feel is a better option. Leave the idea of the channeler being in hiding in a city as it was - and if the city is destroyed he automatically escapes to the nearest city. But if he is in hiding he obviously cannot help defend the city either. For those who want to have a battle mage but still have a safe option. For heroes other than the channeler, I like the evade idea just

238 Replies 563,965 Views

[quote who="Tormy-" reply="7" id="2390874"]It sounds good, but it should be combined with the suggested "dynasty method" imo. [IE. If the sovereign dies, the player should be able to choose 1 of the childs of the sovereign as the new ruler.] It has been discussed in this topic: https://forums.elementalgame.com/365023 [/quote] I find it amazing that even with this ultimate "You can protect your sovereign and make sure that he only falls when your last city fal

51 Replies 168,947 Views

Sounds like the perfect approach! Kudos! When your channeler is in hide mode will he still be able to be researching? Will he be able to cast "overland" spells ala MoM? Will there even BE overland type spells or will it be "channeler must be present to cast"? The volcano is a good example - could that be cast from hiding, do you think, or does the channeler need to be in the nearby vicinity to raise the volcano?

51 Replies 168,947 Views

[quote who="Frogboy" reply="6" id="2390577"]We actually plan to have a ton of little event movies in this. [/quote] /clap! I really like the little Galciv2 movies, and I still watch them after many games-and I bet they are probably a lot of fun for you guys to make! I am definitely a gameplay b4 eye candy gamer, BUT there is nothing wrong with some sizzle as long as the steak is good! And one thing that will make these awesome is if you don't see every one every sing

21 Replies 10,128 Views

[quote who="Tourresh" reply="4" id="2389994"]I like how some games don't automatically give you full vision in all your territory. Sneaking through other factions' territories should have no consequence unless you are actually discovered. It would give more importance to patrols, scouts, spells, spies, and watch towers. [/quote] 100% agree. You should not have full vision of all of your own territory. (I think that is already the direction they are going as that is how

7 Replies 6,071 Views

I do not think that entering another player's border's should be an act of war (unless you are hated and have been banned from entering their lands, in which case you are practically at war anyway). Wehn you first find another players borders, like Scoutdog suggested in another thread, you shouldn't see the owners colored border, you just see land that has been healed by a channeler. When you contact another players units, the borders should become visible to you in areas that

7 Replies 6,071 Views

Now that beta is out I am finding it harder to make suggestions! i.e. it is hard to suggest thinks for the descendants/dynasty portion of the game without having an idea of what is currently planned - it is almost like I feel like I need to wait for that piece to be released in beta before I can make suggestions...(of what I would change) I hope that there are profiles so that my sons and I can play on the same computer, and that their will be "career achievements" for each profile, k

26 Replies 15,580 Views

[quote who="joasoze" reply="51" id="2386336"]How about a setting in the game where we can say how much waiting we accept and the game would compute AI accordingly. I would not mind waiting 20 seconds extra every turn if the AI is slightly better. A setting like this: AI compute time acceptable 1. Very quick - shallow algorithms 2. Normal - standard AI 3. Slow - the AI is alllowed extended calculations 4. Marat

60 Replies 125,477 Views

[quote who="landisaurus" reply="15" id="2385333"]Beta 1a came around rather quickly (assuming its released next week). If it keeps moving at this rate we'll be at Beta 1e in no time. [/quote] Like I pointed out in the schedule thread, they need to average an update every two weeks to release in August 2010. (actually a little faster than two weeks)

33 Replies 86,626 Views

[quote who="BoogieBac" reply="13" id="2385234"] Argh...this waiting kills me! Eh, you know you love cryptic, elusive non-answers [/quote] I am sure you guys do, since it means whatever you want it to mean when you need it to mean it! [e digicons]:O[/e] In other words, "Initial Gameplay Skeleton" means what gets released next Thursday! No milestone slippage that way! [e digicons](\B):vulcan:(\B)[/e] [e digicons]:thumbsup:[/e] Sorry t

33 Replies 86,626 Views

[quote who="Nights Edge" reply="31" id="2384090"]Oy! Programmers are not lazy! The term is 'constructively idle'. [/quote] I thought being lazy was a job requirement...) [e digicons]-_-[/e]

60 Replies 125,477 Views

Well, I guess I don't need Frogboy to respond. [e digicons]:'([/e] Enough other people are indicating similar experiences that I will just take it for granted that the AI had a major overhaul between GC2 and GC2:ToTA. And sorry for referring to it as TWoTA - I normally acronym things properly, LaOL. [e digicons]^_^[/e]

60 Replies 125,477 Views

[quote who="Myles" reply="4" id="2383167"]I guess this won't work at Stardock anymore. [/quote] I was thinking the same thing. [e digicons]:rofl:[/e] Well played!

14 Replies 45,070 Views

[quote who="OsirisDawn" reply="23" id="2383697"] Quoting Denryu, reply 21 Frogboy a question I have been wanting to ask about GalCiv AI and since you brought it up... Were there significant AI changes between GC 2 and GC2 TWOTA? The reason is I did not buy TWOTA for the longest time thinking "How much could they have changed? How could it be worth the price?" Honestly if I remember correctly I ended up buying it to improve my odds at an alpha slot, lol.<

60 Replies 125,477 Views

The answer to your question is multiple victory conditions. You may be winning on the map, but an opponent may be pursuing a quest victory. Even within the realm of a conquest victory, you may control half the map, but maybe your opponent has been pursuing a special friendship with a dragon that is going to wade thru you armies. Or perhaps the channeler himself has become a Sauron-like figure able to decimate your troops in combat.

8 Replies 33,141 Views

Really better than making static personality types, I think it better to have personality attributes with a range of values. Then certain canon personalities can be crafted within that system, but also other personalities and random personalities. Examples: Honor: high rating means they keep their word, low means not so much. Expansionist: high score wants to grow borders, low score turtles. Risk taker: Will the AI go balls to the wall, or play it safe? <p

4 Replies 5,298 Views

Frogboy a question I have been wanting to ask about GalCiv AI and since you brought it up... Were there significant AI changes between GC 2 and GC2 TWOTA? The reason is I did not buy TWOTA for the longest time thinking "How much could they have changed? How could it be worth the price?" Honestly if I remember correctly I ended up buying it to improve my odds at an alpha slot, lol. Anyway, it seems like the AI is much better in TWOTA, it seems less predictable

60 Replies 125,477 Views