psychoak

psychoak

Joined Last seen Member # 2882780
2 Posts 3,182 Replies 1,595 Reputation

If the artists were bothered by any unknowing contributions, they only needed to send a cease and desist request. You guys are getting really excited. Do you jump up and down and scream for their heads every time someone makes a Star Wars mod?

196 Replies 677,809 Views

[quote]If a city always starts with 1 specialist slot, I'd definitely spam outpost. Not only does the pioneer only cost 1, the new outpost just gave it back?[/quote] When you found your city, you'd get it back anyway... If units don't return specialist slots when they "die" then the game would never get anywhere. This would be game play suicide of spectacular proportions, vastly more broken than even the worst alpha states the game has been in over the bet

138 Replies 482,625 Views

[quote]That leads to a bigger problem, now you run into the situation where you literally can't expand for the first 50-100 or so turns (it takes 100 turns to get 100 people without any prestige bonus). This means empires without royalty bonus are completely screwed. Bad start? screwed. Etc. Not to mention the implications of what taking out 50-100 people in a city would do once you get that much.[/quote] If you start with 1, that's not true.

138 Replies 482,625 Views
Reply to The AI in War of Magic

Influence expands so slowly that it's vastly more efficient to build cities everywhere there's a resource. Waiting a hundred turns to get that slightly far flung gold mine is burning a few hundred income just for the mine. The expansionist property is the only thing the ai has down, the mechanics mandate it.

18 Replies 10,259 Views

[quote]How would this be any different from an individual pool, in the end? It would basically be the same thing in many ways.[/quote] If it's just a global pool, anywhere you have a caster you're at full strength. Your pool can't be very large, or your one caster will be a godlike entity, unleashing massive devastation all by itself. If they have individual limitations, the pool can be large, leading to more scale in spell power and more strategic use of ma

148 Replies 126,839 Views

[quote]As I might have mentioned before, if you try to reinvent the wheel, all you're going to end up with is a very bumpy ride.[/quote] Reinventing the wheel led to modern automobile tires, shocks and struts, leading to a smoother rider. :)

193 Replies 141,612 Views

[quote]When the game made it's money isn't relevant since we're talking about the online store and not the developer/publisher.[/quote] Yeah, it is. It's all in the margins, and your margin on a 200 meg game from the 90's looks real damn good at 6 bucks a pop with no risk to the publisher. They need to expend a lot less work and have a lot less bandwidth than they would if they were selling new games with ten times the space and publishers fighting tooth and

102 Replies 150,582 Views

You people saying the current system is fine are bleeding crazy... Having extensively whored the current system, and I mean extensively, no it isn't. What we have now is a horrific, broken system. You move four(or three) essence and gain another caster with just as much essence. No loss. In the case of a stack of newly created channelers and your sovereign, you're multiplying your short term damage output, end of

148 Replies 126,839 Views

Eh... 7 movement is pretty easy. Start with tracking and adventurer, that's 4. Get a horse, and 2 other movement increasing items, that's 7. 3.5 gives you a 4 move army then, something you'd need to spend vast amounts of resources on equipping them all with two movement boosting items. That said, base two movement in a 4x with tactical combat is horrific. 6-8 would be a much better base range.

9 Replies 7,089 Views

FYI, most companies already have external QA test groups to go with their internal QA team. I've been in some myself, mostly not fun. Unlike Stardock's open beta process, when most companies start up an external test group on a game(as opposed to the pr betas which are minor polish and mostly advertising after such QA teams have already had a crack at it) they're under NDA, so you never hear about it. I was held under the NDA I signed for beta testing Warlor

17 Replies 15,093 Views

[quote]Basically, we need to move away from buildings that conjure resources. It needs to be about converting 1 resource to another. Food was chosen because you are seeded with a fertile land nearby as well as a gold deposit. If you have a resource that doesn't have some cost associated with it, what happens is that the route to victory becomes about creating as many cities as possible without regard

26 Replies 81,819 Views

This may or may not be a really long post. Everything upstairs isn't quite working out visually. Defense. You have a dodge in there already, but it's a yucky implementation. Armor, aside from the craptastic roll method, is just what it should be, a damage reduction. The numbers need work, total absorbtion should be more difficult than it is, but the principal is good. Expand upon dodge, it becomes evasion.&

140 Replies 327,066 Views

One game you have four of them right next to you, the next you span half the map before tripping over one...

11 Replies 9,153 Views

So complicated... The organized bit is spot on though. I just imbue every hero I come across and poof... When you drop 10 attack spells on the enemy in a single round, they die.

12 Replies 12,284 Views

A real economy with tech advancements slowly leading to highly productive farming lands that needed less workers to run would be able to shift the scale of war production by massive amounts too. The real world history of food production versus army size shows what you can do with a gradual shift away from agriculture as the primary occupation.

111 Replies 343,613 Views

RTS has time outdoing tactics for importance, but the deeper the system, the longer it takes to play out in TBS. You can't do Total War turn based, battles would take like 10 hours to click out. TBS gets by through abstraction instead of simulation. You abstract thousand man armies taking on each other by assigning hit point blocks and damage values that will match up for something that finishes in a short number of turns. All games ca

72 Replies 53,815 Views

[quote]That was pretty much it, though there were a few beta testers screaming micro was bad too, just not as many. We did have our fair share of arguments on it though lol.[/quote] Micro is bad, there just isn't an abnormally high level of it when you use a sufficiently complex resource system because the system itself is handling what gets abstracted into idiocy in the simpler systems. You can even do full blown supply trains carrying replacement gear and ammo

111 Replies 343,613 Views

No, he wouldn't. In either case, he's out of work. The similarity ends there. When you get fired, your boss may or may not cause you problems collecting unemployment. When you get fired, you have a decidedly negative addition to your work history that hangs over future job applications. When you get fired, you were a fuck up that got tossed for being a fuck up. People that get laid off don't have these prob

15 Replies 6,714 Views

Laid off != fired. The education system has truly gone down the tubes if so many people can't differentiate between these every day usages.

15 Replies 6,714 Views

Ranged attacks are point and click. Got a hill in the way? No problem. Got your buddy's head in the way? No problem. Can't see past your own asshole? No problem. You can still shoot them just fine! It pretty much removes any point to the whole tactics bit when you can simply exterminate anything with less than absurd defense on the opening round no matter where it is in relation to your units.

57 Replies 110,168 Views

NOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Line of sight. Obstruction. Shot Trajectory. Problem solved. Accuracy, range and damage types are oh so secondary to a basic rule change that will make things vastly better. Combined with army setup as opposed to random placement, you can end the assassination nonsense without nerfing them beyond usefulness against regular forces.

7 Replies 13,941 Views

Egalitarian doesn't make your armies all girls. Hit the refresh button below the display picture to get different settings and you'll bounce around various defaults for both male and female units. I don't like the whole armor mechanic, what they look like is proving irrelevant. I can't design high agility units...

244 Replies 867,769 Views