It sounds like there will not even be tangible units of resources, it seems like they are going with more of a CiV IV approach with some bonuses for having more than one of a resource. Going for that lowest common denominator, which isn't always a bad thing.
Denryu
I don't understand the confusion it seems that this was clearly answered under "good and evil" in the July FAQ. Or maybe *I* am the confused one, it seems evident to me that Humans = Kingdoms = Life Magic and Fallen = Empires = Death Magic. Why have Fallen that can use Life and Human that can use Death when the choice of which magic they use is the primary differentiating characteristic from what I have read! Again, other than "hunches", "gut feelings" etc can anyone p
[quote who="Scorpiana" reply="23" id="2313668"]Thanks for the new info Frogboy... Can't wait to get my greedy hands on this game... If life channelers (humans) end up with lush green lands, life-giving spells and death channelers (fallen) end up with barren lava wastelands and withering spells, then life/death just becomes good/evil. Maybe I understood it wrong, but as I understand it, the Life / Death divide isn't the same as the Human / Fallen divi
Um, maybe their choice to follow life or death magic is THE defining feature that determines if they are Human or Fallen? Now what I would like to see is a choice of a "non-evil" Fallen that uses death magic such as ancestor spirits and other benign uses of death magic as well as a Human faction that uses warped Life Magiv to create monsters, constructs etc. In an earlier post it was statd that Humans are a mix of good and evil, but the Fallen are universally evil. Not sure I
[quote who="Scoutdog" reply="3" id="2312291"] Perhaps you might have civics (like in civ 4) where you have to choose how you govern your civilization in multiple categories. For instance, for Elemental we could have a civic category called slavery (or maybe even better name, labour) where you could choose "light slavery", "heavy slavery", "no slaves", or even "free the slaves" policy. You would have to pick one (unless contraditions are allowed, but that would be another topic), and you
AWESOME FAQ!!!!
[quote who="Tridus" reply="8" id="2313182"]You should probably be glad that there's no negative karma option. [/quote] Actually there have been a couple of times I have wished for one. Needless to say, if there was one, I would not have made this post even for laughs! [e digicons];P[/e]
Someone was complaining about the forums being dead.... Psyche! Don't hate me just because I am mean.[e digicons]}:)[/e]
While I have certqainly appreciated the tidbits since then, the last thread that really grabbed me was the internal debates made external. I really hope in the upcoming FAQ they give us some clue as to which direction they decided to go or at least which way they are leaning. Or maybe the alpha will be complete enough to make it clear.
I'm really anxious for this FAQ to come out. I realize everyone is very busy prepping for alpha within a fortnight (!) but having some juicy info to mull over in the meantime would help the time pass. Sorry to pester, please carry on. [e digicons]:'([/e]
[quote who="Scoutdog" reply="22" id="2312174"] I would very much like to see champion- or special unit-based research (both mundane and magical) that is connected to the caravan network. I would enjoy, for example, recruiting a truly amazing but delicate research champion who might best be protected by isolation in a distant fortress. Assuming there are no magical communication methods available by default, there will be at least a period where a new spell from said researcher has a 'tim
[quote who="CapnWinky" reply="6" id="2310490"]When is the July FAQ scheduled to come out? [/quote] Hopefully in July. The question is, IS there going to be a July FAQ? [e digicons]8C[/e]
[quote who="psychoravin" reply="6" id="2309648"]Will there be Corflu Cultists?, Cronks? Killer Penguins from the North? Vortexes (random or controlled tornados)? Different Dragons ie Red, Black, Green, White, Blue, Gold, Silver, Brass, Copper? How bout unique items like The Rex Rotary? The Black Hand of Death? How about portals from one side of the map to the other built into specific ground locations or able to be built by races with the technology? Spiders and Spider Queens? Rok Riders? Sto
[quote who="Scoutdog" reply="12" id="2309580"]I agree: total research loss upon losing a city would be..... bad. Some techs in GC2 took hundreds of turns to research. A slight dip wouldn't be too bad, though: maybe a standard two-turn "reintigration" hold on that ctiy's research. [/quote] Why look at the glass half empty? If it is bad for YOU to lose research when you lose a city it would be EQUALLY bad for your opponent. Really, it adds a whole new dynamic to the game, because a
[quote who="Scoutdog" reply="5" id="2293489"]My personal term for it (I don't think there is a standard term): IN Twilight, when you fight Ganon, there are a few white spasrks that drip out of his weakspot. The ESRB saw them (and I didn't until my friend pointed it out to me!) and since they were considered "blood", the game got jumped up to a "T". [/quote] Considering that they were white sparks, if his weak spot were his groin I suspect it would have gotten bumped up
Hmm, this raises a question about how aware of random events is the AI? The reason I ask - and I could be logically completely raising a non-issue here, so please speak up if you know better - is say someone modded in a lot of random events that would give various bonuses to players that owned bear cavalry. Of course people who were aware of said bonuses would be more inclined to make bear cavalry than someone who was not aware of the possibility of positive random events. Will the AI
[quote who="ckessel" reply="2" id="2309180"]Oh, a second thought , sort of related to the last. Every game I've seen has research performed kingdom wide. In reality, research is done at a location. Even in today's world of easy information flow, you don't just have your entire R&D research one thing. Usually it's one thing here, another there, etc. The multiple paths of research had me thinking that it might be cool if the number of different things you could do depended on the
I agree GW, we have an old rose bush in our yard that the base is a woody trunk 3 to 4 inches in diameter. Swords really are not designed for hacking your way through a hedge made up of such plants - halberds and hand axes might do a good job of it, but I would not want to even hack down that single bush with one of my many swords. It would be a real chore, and a thick wall of such bushes would indeed cause a significant hindrance imho
[quote who="Frogboy" reply="19" id="2307455"]I don't know if this counts as tech randomization but we are planning to have a pool of techs that are are inserted into games based on whether they make their probability roll. I.e. certain techs would show up in some games but not in others. Not core techs but ones that spice things up in different directions. [/quote] This has been high on my wish list and will give the game a ton of replay value I think. I
[quote who="Frogboy" reply="19" id="2307455"]I don't know if this counts as tech randomization but we are planning to have a pool of techs that are are inserted into games based on whether they make their probability roll. I.e. certain techs would show up in some games but not in others. Not core techs but ones that spice things up in different directions. [/quote] This is exactly what has been on my wish list. This is one of the things that will give the game a lot of
Very nice update, thank you FrogBoy!
I am for hedge walls as they allow for nude sunbathing of the wenches! [e digicons]:')[/e]
http://docs.python.org/tutorial/
[quote who="cleflar" reply="17" id="2305720"]I appreciate the work done on fonts and shading, I am confident that it will make the game even better. However, the things which made MoM an epic game were not fonts and shading, it was the depth of the gameplay. The multitude of units, heros, spells, the depth of the tactical battles, the joy of exploration and city building and the difficulty of winning against the AI. Thes and other elements of game richness, such as
It should not drag out, but it should force you to actually win. Because of the quest victory condition, you could indeed appear to have everyone else beaten, but unbeknownst to you, somebody with an itty bitty kingdom may be nearing the end fo the quest victory condition. Or maybe another guy with a small appearing kingdom has assembled a few dozen titan's and a dragon as his personal body guard and your steamroller army is about to be pared down to size. In other words, beca