Confirmed, in addition building your city too large enables every unit to become trapped as they can't move through the city. [IMG]http://i493.photobucket.com/albums/rr300/TheSallust/Anima%20Tactics/EWOM%20Beta/Cant_get_thar.png[/IMG]
Rishkith
Still haven't seen anything to make me think Global resources are in ANY way better. Neither have I seen the cry and clamor for it anywhere that make me think a significant number of players want it. If anything reading across forums it seems more people are in the local boat. So far the argument for the new economy seems to be the same as health care, "You're gonna love it when you REALLY know whats in it... and until you love it you're just misinformed". (sorry for the polit
[quote quoting="post"] Siege units. City walls. Laying siege to cities Caravans New road system City rationing (cutting a city off of the global resource pool via sieges) [/quote] Are you guys really THAT set on the global economy model? I hate to sound like a broken record, but it has been coming up a lot lately and just straight out of right field after all the discussion that has gone back and forth over the months on the game's economy. Because I
Thoughts after crashing out of my third game: Lots of little tweaks, many not for the better. It is too easy to miss that a town completed building something unlike the old pop-up scroll. I don't like wasting turns on empty build queues because I couldn't find the notice. My Sov is able to get her rear handed to her by spiders and bandits [e digicons]8C[/e] , even after finding a special weapon and combat speed ugprade. Getting to level 2 is tougher, but&
They've all done that. Versions are not yet compatible.
I ctrl-esc out of Elemental to get Jing running to screenshot a graphical bug. Only the application hung when I tried to do so. debug.err
I'll give it more of a try when I'm home from work.
[quote who="Raven X" reply="12" id="2587399"]Tomorrow, Tomorrow, there's Always.... Tomorrow, it's only....a day....away..... /End theme song from "Annie" .[/quote] LOL unfortunately this year due to repeated layoffs (at least I can get jobs to be repeatedly laid off!) the government is giving me your money! But then I guess the irony of it is that I in turn spend it on your games. What an ugly cycle of life!
Lets try this a different way. Frogboy, do you remember why you got rid of all those mana bars that we had in an earlier version of EWOM beta? Supposedly the overwhelming consensus was that people didn't want to deal with a handful of mana banks for casting spells. Well now it has been replaced with resource banks that are EXACTLY th
[quote who="Tasunke" reply="68" id="2586666"]One of the big elements of the 1Z system that I think you are missing is the effectiveness of seiges and pillaging in the new system. Sure destroying a road will only get rid of their % bonus, but to have a city outisde their city walls cuts off all non-self sufficient function.[/quote] You could do this in 1G.... (in fact depending on where roads where auto-routed to the trolls might do it automatically) Tell
I have to agree with what others have said. Don't cut out all the housing because it makes the city look inhabited. I do agree however that it takes too long and huts should be a quick 1 turn build pretty much no matter what.
[quote who="Tridus" reply="64" id="2586471"] First of all, the "local resources" model people on the forums keep asking for and what existed in 1G aren't even remotely the same thing. 1G didn't require resources at all, they provided a speed boost, and they provided that speed boost to connected places. It wasn't particularly "local", and there wasn't any stockpiling or limits, or even requirements.[/quote] This is disingenious. 1G did have requirements, they were just giving a s
[quote who="Frogboy" reply="14" id="2585053"]Anyone live in Las Vegas? If city success was dependent on its location alone, there'd be no Las Vegas.[/quote] Las Vegas also exists because of modern technology. No amount of roads would supply Las Vegas if it wasn't for refrigeration, and massive water transport projects. Though even with modern refrigeration Las Vegas doesn't have magical access to goods designed in Europe and made in China. As
Honestly, can someone tell me what was so broken about the economic system before? I thought it showed a lot of promise and was heading in a good direction with some new content and less filler. City placement was tactical and meaningful. Road caravans gave a reasonable bonus and were worth defending, though not totally crippling to lose. I didn't think it was broken and I don't understand why they through it out for a blah system that has been tried by many other games before
Is it fun in the first place? I haven't tried it, but it certainly doesn't sound fun to me. It sounds like city placement just became meaningless. It is also a moderately large immersion breaker for me to swallow.
[quote who="Yestin" reply="23" id="2581014"] Quoting Rishkith, reply 22The global resources still sooo don't enthuse me. Regardless I'm actually kind of glad this is the weekend for delay as I've got so much going on I'd be very pressed to test this one. Next week I'll have a lot more time for seeing if quests actually appear, how well magic is working, how stable the game is, and how much I decide I hate implementing a RTS global resource economy in a TBS game. Ju
The global resources still sooo don't enthuse me. Regardless I'm actually kind of glad this is the weekend for delay as I've got so much going on I'd be very pressed to test this one. Next week I'll have a lot more time for seeing if quests actually appear, how well magic is working, how stable the game is, and how much I decide I hate implementing a RTS global resource economy in a TBS game.
[quote who="Tridus" reply="85" id="2579339"] This kind of thing happens because it's ultimately more fun for most players then trying to figure out how to transport stuff around the map is.[/quote] You didn't have to figure out how to transport stuff around the map before hand either. It was just a matter of building a road to them and transport was everywhere. What is gone is the fun of making tactical choices of where to place your cities. Now just place it anywhere
[quote who="docbates7" reply="22" id="2577778"] I'm seeing that these resources that Frogboy is talking about sound almost exactly like Civ 4 strategic resources, i.e. you need them to build things. [/quote] Yes, I understood that to begin with. I guess my point is that I always thought in Civ 4 they were incredibly lame and one of the most frequent complaints I heard about Civ 4 when I was active in the community there was how annoying they were as a civilization on/off switch.<
[quote who="Beric01" reply="75" id="2577802"]Food SHOULD be global, but like Tasunke was saying, its value should decrease the further away the destination is from the source. If you capture one city in enemy territory, that is completely surrounded by enemies, it should not be recieving receive full food from your farming megacity on the other side of the map.[/quote] That is not what is commonly meant by "global". What you want is a trading system where resources flow from s
[quote who="Tasunke" reply="69" id="2576940"]Building a Super Huge city in an Arctic Wasteland is perfectly believable ... if it happened to be the intersection where all nations/cities did trade. An artic wasteland is essentially an eternally cold desert, a desert without sun. Some of the biggest Metropolis's have been out in the desert .... although I'll admit that most large cities had some sort of river nearby.[/quote] Name 1 large historical city in the desert away fro
[quote who="docbates7" reply="6" id="2577576"] Lost- If you are looking to see the mechanic I would try Civ 3 or Civ 4. Both awesome games. Civ 4 and its mods, Fall From Heaven in particular, both tease this mechanic out. Basically you harvest a resource and you share the resource with all the locations you have trade connections with. Made specific units, buildings, etc.[/quote] Not exactly as "deer", "Elephants", and other resources in Civ were primarily
I tend to report a crash everytime I think it has a different specific cause rather than every time it happens. The crashes in 1G don't seem triggered by events. So for 1G I don't think I reported more than one crash. Of course I've reported lots of crash bugs over the various beta series so anything caused by hardware has a good chance of being resolved by now.
[quote who="Climber" reply="61" id="2571901"] I could have a huge farming community at the back of my empire feeding in a huge metropolis elsewhere When the map can be XXXL, the situation above seems overly unrealistic. It essentially means teleportation of food for free. Food source and the metro can be really far away. [/quote] I wanted to second these concerns and add that making food global would really significantly downplay the strategic
Grapihcs are definitely NOT gameplay IMO and have more to do with content instead. Graphics have nothing to do with a game's actual mechanics.