For unit experience, some ideas: - they don't get more hitpoints, but they can do more things. Maybe better formations that are good offense/defense so experienced units are better at flanking or avoiding flanking - better morale, they don't flee or suffer reduction in abilities as readily. This could apply to zones of control where experienced units are better at battles outside of the friendly confines of your own territory. - better or more varied terrain advantages
ckessel
It's been mentioned before somewhere, but I think the problem was how it did the python execution, not the execution itself. Something like starting a full on python process with every exec of a python script, versus pawning it off on a python shell that always stayed running. Or something like that anyway.
[quote who="vieuxchat" reply="16" id="2385346"]but all-in-all i'm getting some fun [/quote] Sorry, fun was specifically verboten in the beta. You'll have to be kicked out.
The level of awesome is pretty damn high for the concepts of more subtle ways to rule the world. Or, perhaps subtle isn't the right word, but less forceful. The concept of culture gave ways to absorb without direct conflict and the idea of control via marriage or diplomacy really helps extend that. Being able to manipulate the world to your benefit through something other than force of arms is a big deal. Given Game of Thrones is an inspiration, it might also be cool to have the conce
Never overclocked before my most recent system. With Asus and the 920 and a little hunting on some forums, I found what seems to be a pretty clear cut guide. My i7 920 is running at 3.5 Ghz and seems very stable. I'm not running long overnight tests and such, but so far it's been really stable.
Not so much lazy as needing motivation :)
[quote who="Frogboy" reply="12" id="2383149"] One thing I would really like to see with regards to AI is that not all computer players play the same. Have different personalities and add some randomness. I'd personally rather have a game that feels like I'm playing against different humans using different strategies than to play against an "expert" that always uses the optimal path. This is the thing that I think is the biggest problem in game AI right now in general.<b
[quote] Perfect, because maximum appeal is what we're going for...in most things art there is seldom a 'right' answer [e digicons];)[/e] [/quote] There may be a distinction between what looks good and what's most playable over the long term. I'm trying to think of a good example. Maybe calligraphy fonts work as an example. They look very cool and are nice for flavor, but I wouldn't want to read an entire book in that kind of font. No HDR didn't look quite as "nice" a
No HDR for me. It looks the most crips and I like that I can see more of the terrain, whereas in the soft HDR examples terrain isn't as visible (look at the road trailing off on the top of the map as an example).
[quote]But anyway, I don't know if it was mentionned in this thread yet, but for junior devs out there, I highely recommend reading this book: The Pragmatic Programmer: From Journeyman to Master [/quote] I picked this up recently and read it. It's showing it's age a bit in that a lot of it's advice has been superceded or absorbed by methodologies like Scrum. If you're a new programmer, i
[quote]Try reading what I actually posted before you fire off the knee-jerk torpedoes, buddy.[/quote] I did, which is why you got that reaction. Sorry man, but you come off incredibly hostile and derogatory against Brad's previous work and what he's doing now. GalCiv 2 had - excuse me - the worst story in recent videogame history. 'here is some more fanfiction around King Argonaut' <p style="padd
So, you want a dry game with nothing but numbers and units with all the appeal of chess pieces? No background, no character, nothing to breathe a little life into it?
[quote]What about the whips? Will there be whips there?[/quote] Only if you play as the Fallen.
[quote]Is three and a half years too much to ask...... who stays engaged for eight years , anyway?[/quote] Well, undoubtably they were practicing the entire time. Yea buddy, bleach *that* imagine from your mind :)
While cool in storytelling, such dramatic turns aren't much fun in games. If it works then there's a huge game-altering advantage, if it fails then you might as well quit and reload. If there's going to be something big like that then generally it has to have a big advantange and disadvantage at the same time. Like, say, Pyhric Fire. Your caster (such as a wizard leader in an army) sacrifices herself to fuel a massive fireball. She causes 1000xlevel in damage to both armies. The m
It's like Schrödinger's cat . As long as I haven't yet gotten home to check my email, I'm in a state where I'm both in the alpha and not in the alpha.
Dwarf Fortress, *sob*, the greatest game ever made ruined by a horrid inteface. If someone could wrap the game in a real interface, with mouse support, context menus, hover status (like hovering over a dwarf), I'd easily pay $100 for it. As it stands now, I mostly spent my time yelling at the computer as I slowly enabled/disabled the zillion jobs a dwarf could do every time I got a new influx of migrants or completely forgot which switch activated which floodgates...
I use Chrome and the only difficulty for me is the quote button. I've got version 2.0 (well, 2.0.172.39).
Presumably Stardock will post to let us know when Alpha has been done so we're not all left wondering.
Can't mods lock/delete threads?
For all programmers and folks who want to program. Read Code Complete by Steve McConnell. It's truly the bible for what it means to write readable, maintainable code. And it goes farther than just "I think this looks good and here's why" type explanations. It lays out different styles, points out + and - for each, even references actual code comprehension studies in some cases (specifically, I remember one referenced on indentation levels). Even if you find parts of Code Complete you
So cool! We found where the troll lives.
Ow, damn! I was going to get Dominions 3, but $55?!? Holy crap. I don't think I've payed that much for any game except Rock Band/Guitar Hero. $30 I'd blow for the hell of it on a game, but $55 takes it out of the range of a "something to toy with" purchase.
It'd be cool if the quest system could support a LOTR type scenario. This wouldn't be your normal 4x map, but more of a specialized scenario mod. You've got a handful of small, but potent, heroes in a preset world and they need to complete some quest(s) to win. To accomodate this the AI would have to be built such that you could rachet down the normal conquest mode and rachet up the importance of killing specific units or holding/guarding specific areas of the map.
[quote]Has there been any talk about Python programming style? I would strongly suggest using PEP8 (http://www.python.org/dev/peps/pep-0008/), as this is something every Python programmer should know. And it makes things consistent if you are using some third party code in mods.[/quote] Unfortunately, PEP8 is in conflict with the style of most major languages (C, C++, Java, C#, etc). Specifically the 79 character line limits and the _ for naming conventions rather than camel case.