[quote quoting="post"]And how you run your faction should be alot more important than just how big it is...Your thoughts? [/quote] A big, well run empire will pretty well always be preferable to a small, well run empire, unless the game has some really bizzare penalties in place to deliberately cripple a large empire. So I don't really understand what you're asking. If we go to war and I take half your land, shouldn't that give me an advantage over you? Now if you're just
Tridus
They haven't said yet. The speculation about spells is probably right though, I doubt we'd see stuff like necromancy on the good side. Don't know what else it does at this point. Alignment events existed in GalCiv 2. You could pick your alignment permanently after you researched something. Your natural alignment was free, and going something else cost money depending on how far away you were from it. In that case the races had starting alignments too, though. So your decisions moved y
[quote]OK you two smart guys so if all fallen are evil, and humans are both good and evil, how do you think the 12 factions will shake out between human and fallen, good and evil?[/quote] Beat me by less then a minute! :D [quote]OK you two smart guys so if all fallen are evil, and humans are both good and evil, how do you think the 12 factions will shake out between human and fallen, good and evil?[/quote] I agree with Annatar again.
[quote who="Denryu" reply="17" id="2249782"]Or did I misinterpret, and the 12 factions will not have the good or evil option because they will be inherently good or evil already, and you don't want to write up a good version and an evil version of the faction's backstory? [/quote] That. The premade factions are either good, or evil. So you don't get to choose for them. If you do, they just have to write up two versions of stuff for every faction, which they don't want to do
If you make a custom faction, does good vs evil do anything? Is it just a diplomacy thing? Looks like its coming along nicely though. :) ps - good luck mittens!
If the rest of the original plan is being kept as-is, there will be three public beta waves, yeah.
Should setup a paypal button for the charity "Stardock booze". :D
[quote who="psychoravin" reply="16" id="2246084"]Yeah hexes are for old fart wargames from Avalon Hill and SPI. If you want hexed based fantasy go play Dominions III [/quote] IIRC, Age of Wonders also uses hexes. They just work better from a movement mapping point of view. Squares seem to be more popular these days though.
[quote who="Elurian" reply="2" id="2245475"]Agree with Tridus re: having the option to disable in multi. That said, there's still room for some options as far as how the auto-resolve works. Personally, I like the script capability (though I don't particularly want to WATCH the battles if they're autoresolved, the way you do in Dominions. [/quote] I guess my issue with the script capability is the issue some people had with the complex economic models: i
[quote who="Wintersong" reply="25" id="2244890"]Damn, so I did take it too late? Well, good job anyways. Altough the former student of sociology here must complain about the first one: that kind of question is bad bad to force a single answer. I do many things while I wait!!! (and always add a N/A option) [/quote] He usually posts an update, go take it now! I'm not surprised that auto-resolve is unpopular. It's something you typi
Worldwide weather is indeed a lot easier then localized weather, especially if you want semi-realistic localized weather. That being storms appear and follow actual sane weather patterns, instead of just randomly appearing and disappearing. I don't expect that in the game. TBH, it might be better to have no weather at all except what channelers conjure up. A random storm hindering an attack is somewhat less cool then a channeler conjuring a worldwide blizzard as a defen
I just wouldn't allow it in multiplayer at all. It'll lead to abuse. In the lobby, give the option to enable tactical combat or not. If not, all battles use auto combat. If the option to use TC is on, both parties are given the option to use TC. If either does, it goes to TC. If both choose auto resolve, they don't get a do-over.
Any kind of replay or do-over option to take auto-resolve results and then do the same combat again in tactical would be a nice touch, for single player. That would need to be turned off in multiplayer I think.
Oh, yeah. I'm not saying don't do surveys. I'm saying do surveys when you have enough questions to make a good survey, rather then on any kind of schedule. :)
Taken. Should be some interesting results out of this one.
[quote who="GW Swicord" reply="12" id="2242642"] I don't know about 'complicate,' but I'd just like to be able to start a battle with whatever they call manual control, do some basic moves/orders to help ensure that my advantage isn't wasted or at least that my knowledge of enemy weaknesses is well-used, and then turn over to auto-resolve when the 'hard parts' are addressed if I don't feel like running the whole thing myself. That's how MoO2 felt for me, and that's the only thing I regul
Having a survey when there's something big to look at is a good idea. Having it weekly is going to lead to survey fatigue, and fewer people doing them I think.
[quote who="Luckmann" reply="6" id="2242798"]Quoting Paradoxnt, reply 4[...] I'm not sure if you're sarcastic. I actually read it as sarcastic the first time around, but then Solam steps in all serious. Doesn't it occur to people that if you were to have 20 cities, you'd have 20 cities more than the channeler that has hoarded his essence? 20 cities, with all the economy and the units that come with it, to just throw away at the channeler that is attacking. And tryin
[quote who="landisaurus" reply="7" id="2243171"]Even if some technology is post-gunpowder, I'd want punpowder weapons themselves to be excluded to put more emphisis on the fantasy elements. (for example, I would support skipping straight to hot air balloons and steam engines, but bypassing cannons and firearms even though that does not make sense from a historical point of view) [/quote] Yeah I agree with that totally. I always prefer my fantasy theme games to not hav
Given that we're talking about weapons like swords, bows, etc, we're probably looking at pre-firearm type weapons. It's possible that cannons as artillery could be around, but I hope not. Pre-gunpowder lets you have fun with catapults and trebuchets, which I always like watching be animated. :) Hopefully roads are something in there. Basic roads (ie: a dirt path where a lot of people walk) are pretty easy, but as others have mentioned building major roads is a big feat. There should b
[quote who="Druez" reply="16" id="2242537"]Elemental is scheduled to go into public beta by June 2009. Players who pre-order the game will have the option to download beta builds via Impulse™. This enables them to give feedback, suggestions and even begin populating Elemental with their own creations via the integrated modding environment. https://www.stardock.com/coming_soon/index.asp Yeah, so I'll be annoyed if people get into this version of testing
[quote who="Ynglaur" reply="7" id="2242815"]That given, when is Beta 1 (the "open beta") tentatively scheduled for? [/quote] August. Longest. Summer. Ever!
[quote who="Demiansky" reply="11" id="2241971"]Do we have to actually sign up somwhere to be in the hat? If so, then where? I think I've purchase, all the old Galactic Civs, SOTS, Galactic Civs 2, and Sins. Does that give me a decent chance? [/quote] From what I can tell, it looks like any pre-order is in the hat, with better chances based on how many of those other games you have. I haven't seen any kind of sign up. (Though I did hear that if you w
Since beta 0 is scrapped, is the plan still to open it up for beta 1 in August?
Well, once you eliminate all the helpful people by getting them in early, the chances for the rest of us go up! :D What do you mean that you plan to do this differently then others?