seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

It could be done with the AI already in place for the enemy AI factions. But I am against it as you lazy kids need to pay attention and learn something. You have no damn worth ethic anymore. [e digicons]*_*[/e]

11 Replies 8,739 Views

I wasn't trying to be condescending. Sorry. I am only pointing out that what some may call tedium others call management. I keep a list of notes on each planet in large ES games. Sure the UI needs a little notepad that we can open next to the planet, but I am more than capable of doing it myself. I am the emperor of a vast system of planets. Should not I do some of the work? I guess I can see your point about all of it needing to be ingame, but it is my opinion that the one redeeming qual

208 Replies 713,639 Views

[quote who="LNQ" reply="111" id="3186446"]Late game tediousness is a problem with pretty much every 4X game I've played. I just bought and finished a game of Endless Space, and I have to say that its approach, where some of the star system improvements don't help a system at all and are situational instead is even worse than the "I want to build everything"-system that the Civ games use. It was horribly tedious to micromanage each star system to figure out whethe

208 Replies 713,639 Views

I also only buy the gold edition with all the expansions and DLC. In my mind Skyrim has yet to release. This is due to spending 30 bucks on Knights of the Nine. Fool me once... can't get fooled again!

9 Replies 55,122 Views

Have you tried modding the population loot function? It may let you get any resource in loot for each unit killed.

32 Replies 24,237 Views

I would love it if certain injuries led to more severe injuries, but you don't want a unit to be getting 3 broken legs.

9 Replies 4,430 Views

The way I would do it is to have all the pierce be done from the weapon xml and all the magic be done from the spell xml. I will rework it a bit and see how well I can get it to work. The other advantage of having the frost damage in the spell def is that you can then place that spell on different bows to greatly increase variety.

32 Replies 24,237 Views

I hope they toss that infernal MP tactical only battle system they defiled Shogun 2 with.

16 Replies 64,225 Views

I am going to try to convince the devs that damage needs to come from unit skill, not weapons of doom. I am looking at you Void Sword!

32 Replies 24,237 Views

Actually the thing I am most interested in for the expansion is less resource consumption for my PC. The larger the map I can play to the end, the more longevity the game has for me. Also, AI work is never finished in games like this.

65 Replies 176,463 Views

Or we could have Path of the Assassin have Poison 1 added to any weapon. Then we can add 2,3,4,5,6,7,8,9,10 as he or she levels. Just thought about that. I am in Path mode right now.

32 Replies 24,237 Views

Bows can do alot, but you have to think of them as spells, not melee. I made that poison comment to suggest that a spell can't cause another spell. I am pretty sure you can make a bow do fire, frost, and lightning in the same shot. I can also add abilities to the unit that is using the bow. With that I can do alot more stuff. Three shots would be possible in a single turn for instance by triggering the unit gains instant action ability twice. The trick is to think about bows as anything b

32 Replies 24,237 Views

There are pros and cons of production by level, but in this case it could work. I would need to play beta 4 to really form an opinion. The problem with the incremental increases in research, production, and gildar with population was that food became the only meaningful resource. This new system would seem to solve that by making leveling choices affect those areas more than food. So grain, materials, and essence are possible to balance, where before nothing beat grain. That makes me like ide

208 Replies 713,639 Views