alh_p

alh_p

Joined Member # 2912615
5 Posts 16 Replies 233 Reputation

That's really good considering how tricky it is to place things in relation to each other! I tried to make some sort of garrison/fort that was a nightmare of towers, fiddly walls, gates and floating roofs... I will wait for further evolutions of the mod system before trying that again.

59 Replies 223,375 Views

I had a quick play at creating some building in B4. While there is a large variety of things you can build and things to build with -as well as massive flexibility in how to alter the pre existing objects or "building blocks", it remains quite fiddly and complicated to locate and place objects in relation to each other. This goes for something as simple as placing a roof ON a building as it does lining up walls with gateways and towers around the circumference of a Castle. What is des

3 Replies 23,252 Views

Climbing the tech ladder to unlock equipable items is one thing, but being able to recruit larger groups of units, or with better HP is as, if not more, important. The above is certainly true for Melee units, increasing the party size increases durability and power of a unit and added veterancy provides more HP. For archer units, I only ever now recruit one type - Cedar longbows with no extra equipment. As soon as I can, I increase the "size" of the unit as this make

1 Replies 3,409 Views

Following on from TCores' post , I feel there are not quite enough options for finding a spouse, or marrying off children. First off, shouldn't children be able to marry Champions ? Why can't I cement alliances between my Champions and my Kingdom with the hand of my son/daughter? Secondly, there is currently only 1 means to marry your sovereign - recruiting a champion

13 Replies 8,150 Views

My 2cents, however late in the disucssion this is, are that: -Roads follow trade routes and are created by trade, initially as a rough track or muddy path. If you are doing away with caravans and not requiring the player to set up trade routes as they did with caravans, roads/trade-routes should appear as an auto-generated shortest route link between cities, and be no more than a rough track. -The player should be given the choice about upgrading and mainta

287 Replies 653,831 Views

Is the "population" of a settlement not the available manpower? Manpower is not the total number of people living in the settlement, but the number of sustainable and available population for military (or other) service. Manpower is usually a proportion of the total population, i.e. 1/3.

3 Replies 4,828 Views

In Beta 3 we've had the interesting ability to specialise cities by choosing a % bonus to research, arcane knowledge, gildar or materials production with every level the city gains. Furthering this idea, why not link particular city improvements with such levels of specialisation? E.g. Hosten's library is only buildable in a city which has a 30% reasearch bonus. Or a royal mint is only buildable in a city with 30% gildar production bonus. perhaps the great mill could

1 Replies 4,415 Views

Hmm. I think this concept of multiple ways of "winning" the game is somewhat misleading. Or at least the gameplay effect is not as defined as I interpret what you've written. Essentially, you can't win the game by concentrating on only 1 tech/research category, and it would also be fair to say that in order to even be able to win the game, you will need to have a spread focus accross the 5 categories. E.g. you can't have a Conquest victory without a certain amount of Civilisation rese

137 Replies 480,216 Views

In a recent island map game, i used transports to mount a naval invasion, this was a first for me. The recruitment options for the skill/experience of troops as well as the size of their "unit" are both open to more strategic units like caravans and transports. I'm not sure why this is as its not clear to me that there is any advantage in either being more numerous or more skilled -unless they are attacked i guess. Additionaly, I'm not aware of a limit on the transport capacit

0 Replies 3,435 Views

I was going to start a new [SUG] thread related to cities in Beta 3A but as you've covered the main points Drkhour, i'll add them here. Good post btw! I felt like Beta3A was something of a step back in terms of fun from Beta 3, as concerns city building. Some of that feeling might be attributable to change aversion and acustomisation but I also think there is scope for some improvements. Contiguous tile development (i.e. not being able to develop a resource unless another buil

3 Replies 4,154 Views

We saw city Enchantment spells in Beta 2B which added a bonus to production or research. AFAIK these have now been toned down and do not stack (presumably, this means only 1 instance of each spell can be applied to each city). I was captivated by something Brad mentioned in a previous dev journal (circa Beta 2), that magic would allow an alternative path to the traditional harvest/mine/build in every other 4X game. I don't think we truly saw such a complete alternative in beta 2B

243 Replies 841,382 Views

Very nice. I have some observation & suggestions which may well be rather in depth and already considered for attention later, nonetheless: 1. The palisade countour around the town looks like some buildings are "tagged" for inclusion in the defenses, whereas others not (i.e. the farm at the bottom of the image). Why is the Oasis included in the city wall but not the farm? The farm doesn't seem too far away from other buildings... 2. Also on palisades, the intersect

58 Replies 105,310 Views

I am actually very much in favour of turn based, tile mapped tactical battles. I think the AI stands much more chance of being competent in such a scenario. [quote] Combat Speed. Your combat speed determines how many “moves” / attacks you get during a particular turn. [/quote] I hope this refers to a particular unit, and not the general/player? [quote]WINNER. TAKE. ALL. This is the part where we want to hear your opinions. We do ask that you keep

469 Replies 1,482,719 Views

[quote who="the Gorgon" reply="123" id="2617904"]I have to agree with the comment earlier on the post that it's worrying that now the Empires and Kingdoms seem to be so tightly defined that this will be the main dividing line and not the factions. Nothing wrong per se with such as a set-up as presented here, but I think it would have been better if one of the Factions would have worked and thought like this, instead of creating One Tight Empire, out to rule the worl

211 Replies 362,370 Views

[quote who="Terran_242" reply="118" id="2617845"] Again I think you're looking at it from the wrong side, I think it makes perfect logical sense. Modern society doesn't test the human race at all, not like it used to. We're settling in to a soft, squishy medium right about now because for the last 5 generations or so life has been getting progressively easier, and the 100,000 or so years before them were easy compared to what we went through before advances like agriculture. There is a s

211 Replies 362,370 Views

[quote who="John_Hughes" reply="105" id="2617423"] Quoting Terran_242, reply 101 How does the empire rely on strong individuals, when it seems like the individual (in its society) is subsumed in the multitude? How does it sustain its oppression and "evil", when such a system would presumably cause massive rebellion? You're looking at it the wrong way mate. Sure enough, if you tried to create the an Empire's culture in any real life country you can

211 Replies 362,370 Views

[quote] The Empire will rule The fact is, the Empires are the dominant form of social organization in the world. The Kingdoms, with their weak, so-called concepts of liberty, social contracts and obsession with the rights of individuals is an absurd, artificial creation that violates the laws of nature.[/quote] I'm sorry guys but I think this might be a step in the wrong direction. I find this description of the empire a bit generic tbh. It seems like s

211 Replies 362,370 Views

[quote who="Frogboy" reply="3" id="2605348"]We could, however, simplify it to purely the factions. There's a lot of different options that can be explored. [/quote] Your ambition to allow players the flexibility to recreate things like non faction troops or organisational structures in their kingdoms is tantalising. As a bit of a history buff the idea of being able to emulate something akin to Norman adaptation and use of Moorish culture in Sicily or Ott

104 Replies 204,871 Views

Why not go a third way, similar to that the Games Workshop IP employs? I.e. provide a rich and detailed background to a handfull of groups, but leave the door firmly open to both more races and more cultures of varying divergence to the "canon"? Signposting throughout plot, quest and story scripting to a multitude of possible other actors -perhaps lead or exemplified by certain canon groups would leave large enough loopholes for player generated script and game material.

207 Replies 510,185 Views

[quote who="TCores" reply="13" id="2606969"]what I wanted was an AI that would be good at any game, that was a desire. It is better if the AI is really good at this game , and it is better to be very explict about complex things .[/quote] Having played all too many games where the AI doesn't utilise the tools and combinations offered by the game, as a player I'm strongly in favour of these two maxims. There is nothing more frustrat

106 Replies 871,511 Views

I've been getting this too. Although it alternates between CTD or Freeze. I've verified it by 1) selecting different (civ) techs from the same save point (only "Housing" causing the crash); and 2) choosing a different civ tech and then trying to pick Housing later.

5 Replies 1,122 Views