Well, let us think about the basic storyline of this game: the world has been shattered and only few survived. Some few people (or beings) are able to use magic - the channelers. The channelers started their factions and want to save/conquer the world. So: 1) the player itself can research new spells, because he/she can cast it 2) there may be a channeler (hero), that joins your cause and can help you to research spells, because he/she can cast a spells too. 3) general
mrakomo
I like a template production as it was in Civilization, Call to the power. In the standard Civlization you have to manually set the production queue (no matter if you produce units and/or city improvements). Let us say you have the template "new city". In the template are tasks build an inn, build a spearman (3x), build a marketplace). You define the production template, so you can create let us say "war prep" template (which produces several attack units) etc. The reason: if you foun
Tanskuke: I don't think so. People wear the armor, because their skin is not protective enough. Some people wear necklaces made of teeth of slain enemies. I think such people would have weared "human skin armor", but they don't, because it is not protective and not because it would have been made of the human skin.
The talk with AI is nice idea. However bartering in GCII was great. You can see the stance of the other civilisation without the need of clicking on some button again and again. I hope the barter will be similar.
No free technologies, please! If you ignore them and don't research them, you still may trade, capture or steal them. Suggestion: if stealing and capturing technologies work the same as in GC2 (= 1 random technology), I suggest the low tech stealing is more probable. Let us say you have conquered a city so you get a technology. The target civilization has three technologies you don't have. Each technology has some probability of being research. Let us put the proba
After the research breakthrough appeared, I think there shall be some notice how difficult the technology you can choose from are. I mean you can choose a red technology, but you don't see it is actualy red. The player sees red green etc. when he chooses the research path, but after that, several (possible) long turn passes - enough time to forget it.
PurplePaladin: Bad idea. If I have the blueprints for tanks, why shall I produce "men with club" units? And if I have something I may sell it, why not if I can make a profit. If you don't like the tech brokering, I think the solution in GC2 was good (you can disable it).
The impossibility to research some techs is not bad. You may steal them from the others, trade them or fight for them. So you get them anyway sooner or later. On the other hand I remember Master of Orion, where you had to choose from up to three technologies. This was good and it added variations to the game. However there was a problem. These technologies were the same at the level. And if one of them was stronger than the others (doom star construction, for example), the two other tec
One more thing: I don't see how easy/difficult it is to invent technology in specified area. The player shall be able to see it at once, so one can set the next category (or prioritize the research, in case you can research more than one technology at once)
The idea of the research tree is very nice. However pure doubling is too steep. 10, 20, 40, 80, 160, 320, 740 ... And of course the number of green technologies shall never be too big. If all technologies are randomly calculated, I can even imagine the situation, where you achieve let us say warfare III, but you have no technology to choose from. It is really bad luck, but I think it is perfectly valid. Is the player limited to research exactly in one category? If not, h
Robie.Price: Yes, it was in Galactic Civilisation II. I think the concept is good. BTW: I thought I cannot build anything, if I am in debt. It appears it does not work that way. Alternative way: you can not build anything, if you don't have enough money. You may however borrow some money and they will be subtracted as the upkeep (the faster you repay the debt the less you have to pay). This allows you to use borrowed money any way you like - bribe enemies, hire tro
Exactly. It is better if the money is being spent immediately.
This beta is more stable indeed. The first attempts ended badly (the game was not stable enough to survire the first turn), but for some reason other attempts were more successful. While searching for log files I found fogbugz interface. I created an issue, but I was not able to log in this system and search for errors. Can I register to this system somehow?
Well I would like to recommend this thread. The crash after Alt-Tab / lost focus is the confirmed issue. The autosave after some specified time and the possibility of having last X saves is IMHO the best option. The only drawback I see is the question: will it be possible to save during the combat? If yes, it is no problem. If not, programmers have to solve what to do if the battle is being fought (and the save should be made).
No half nude females in the titanium swim suit? Aehm, armor? Too bad! I thought it was (with the chastity belt) a standard medieval equipment.
I don't think it is the same case. You still have the old blueprints. I don't think the redesign of the units is a problem. However micromanagement of the city production in such case is. So let the current production continue. After that no ore = no iron = no swords. The idea of units without a bonus item (replenish it later) may solve this problem, but imagine the level of micromanagement! If you lose the resources, the mentioned above dread knight may have no hor
I like the possibility of stockpiling resources in some sort of the warehouse. Each mine produces some amount of the ore (or something). The production may be a fraction per round. The more mines you have, the faster you may build your advanced units (perhaps some upgrades may speed the mining too). If you start the production of a unit, the amount 1 is subtracted from your warehouses. If you don't have enough in stores, you can not start the unit production, but your already assigned product
That would be nice. Most computers are much stronger than needed today. Solitaire can be run even on much worse hardware. At least you have the possibility of participating on a computation of the probability of the existence of little green men (SETI), or lend your CPU time to cancer research.
It has been mentioned Python scripts will be available in the game. So I hope it will be possible to define the basic behavior of the unit types, or at least the AI of the units spawned by a quest. If so, it may increase the behavior list for: attack ranged units, attack magical units, attack channelers, seek enemies or stay where you are and attack on sight, attack cities.... You need to define the enemy too - a moving dragon may kill all NPC units in the area if the the enemy
[quote]trolls are likely to spawn in the distant wilderness[/quote]Sure. However one must be careful. The troll example may work in the late game (it is tough) and if it is near so the player may react on the event. However if it has been triggered in some distant area the ammount of generated trolls would became overhelming. It is not the problem of the context in general, but rather the problem of the modders - such events shall not make the game disbalanced. Second: this concept do
Oops, I have forgotten the setup conditions in the example.
I think this idea is awesome. It is an excellent occasion for modders too, because such thing may add new stories to the game. The dungeon files should have following properties: spawn condition of the dungeon: initial condition for spawning the living cave. For start: game starts, area not in someone's influence, in players influence, city of defeated*), city created, megaevent, terrain is , battle has been fought here/nearby,
As expected, Alt-Tab does not work (the music plays in the background, but the game does not get back to the fullscreen): ------------------ System Information ------------------ Time of this report: 9/18/2009, 20:31:49 Machine name: ---- Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090206-1234) La
I love the intro! It is not able Alt-Tab the game twice, so I can see it again.
So we start with the compatibility test. I will try Alt-Tab too. Earlier I had a suggestion - an autosave in cases, where the application loses its focus (due to problems with GC2). Even if alt-tab works fine I would like to recommend that feature.