I like that cities can specialise on level up. Good move! Two problems: a ) I can't tell which city I'm looking at, as the dialogue box covers the city! b ) Why is it so descriptively bland? Instead of 'Gold/research/spell production +20%' it should be 'Paridar becomes a city of... 1) Commerce (+20% gold production...) 2 ) Magic (+20% etc.) 3 ) Study You could add this t
KbT
In 1841, Babington Macaulay MP gave a speech to the house of commons. It was about extending the length of time a publisher could hold a monopoly on his books. One of my favourite quotes is the following exert: "Sir, that I may with safety take it for granted that the effect of monopoly generally is to make articles scarce, to make them dear, and to make them bad." I'm rather pleased to hear Stardock take this stance.
So here's something important: name things! The names of mountains, forests etc on the map is great. Why not do the same for cities? If you have an order of paladins in the city, they need a randomly generated name (Order of the [Pious Sounding Object e.g. Sacred Heart, Divine Rose, etc.]). If you build an inn, it needs a unique name. Yes, for every inn! Name roads. Name blacksmiths? Name districts? There is a lot of
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.
You tease Frogboy. "If you've got the full version like me, you can turn off the cloth map and see....oh wait, I don't have the full version. GOTCHA!"
I'd be interested, but I don't want to commit and not deliver. What would be the schedule for 'turns'? Once an hour? Twice a week?
The currently proposed attack/defense certainly seems quite clunky. When things make huge jumps for a single stat point, you start playing a game of maths with your battles (i.e. tuning everything around these important discontinunities in the statistics) than just playing the game. At this point I'd be inclined to survey how other games do it (AoW, Civ, HoMM, etc.) and borrow or modify the mechanics to taste.
As I side note, I really hope the words 'disjunction' and 'conjunction' find their way into Elemental spell names.
[quote who="DraekAlmasy" reply="49" id="2429637"] Quoting -RAISTLIN-, reply 48good to know! but can projectiles hit units you werent aiming for? i thought SotS was a turn-based game? SotS is kinda like the Total War series: turn-based strategy with real-time battles. I don't know whether they could hit other stuff though, I suppose the game allows for it but given how slow most ships are I'd say its unlikely.[/quote] You have never experinced such sadnes
[quote who="-RAISTLIN-" reply="46" id="2429519"] TA and supcom are one of the only games ever made (with cossacks i think) that simulate projectiles. TA was its very own beast and not a copy of anything. supcom was a sprititual successor to TA, not a ripoff of MAX which was a turn-based game ffs. [/quote] Sword of the Stars simulates projectiles. There's no roll-to-hit or anything; stuff is fired at the target with scatter determined by the weapon accuracy and
One of the things I like about Sword of the Stars is the tech tree (not the display they use, but the concepts). They have a lot of 'core' techs, that everyone gets. but a lot of random techs that each race may, or may not, get. For instance the Hivers have good chance at heavy armour, but are highly unlikely to get high tech beams. Humans are more likely to get the best dumbfire torpedo techs but average in most other places. Anyway, food for thought. It makes for some
After demolishing any large building that requires a resource (e,g, farm, mine, shard) you cannot rebuild on that tile.
[quote who="PurplePaladin" reply="63" id="2397173"]I think being able to have a "trickle" of every nessessary resourse is a must. Learm from Civ4's mistakes: I've played Civ4 for years, and I can't tell you how really bad it is for gameplay to not have oil, or horses, or iron, and you absoulutely can NOT make a unit if you don't have the resourse. On the other hand, if you get more than one resourse of each type, it's near useless, which gives no incentive to aquire and
I don't have much to add to the discussion, other than to say resources should be important . Flat, small percentage modifiers, like Gal Civ II, is terribly dull. The resources in your realm should be an important feature in all aspects of that realm - its warfare, its culture, its trading, its research. What I'm trying to get at it that I'd like to see kingdoms naturally play to their strengths, and their strengths being those resources. A land of plains with w
Hovering over the 'food' icon with a city selected shows food is growing at a rate of -5.995 (a negative number). However, clicking next turn yields an increase in stored food.
I've had the same issue (mine was a slow drift south).
Ah. You're a genius.
I guess I was too late. Pre-ordered, charged, but no download on Impulse. :(