Tridus

Tridus

Joined Member # 3116830
18 Posts 3,050 Replies 25,212 Reputation

Because they function exactly like spells do in every other game? Next thing you know they'll be upset because the Normandy isn't a spaceship, it's a space whatchamadoozit!

16 Replies 58,893 Views

[quote who="DariasDruss" reply="9" id="2550129"]I have pre-ordered the game I notice somepeople have gotten into the BETA but I never recieved an email and can't find it on impulse. Did I miss a chance to get in?[/quote] People currently in have been in since way back when beta 1 started, a couple months ago. Believe me, you didn't miss much (except crashing). When they say "its not fun", they mean it. Don't come into this expecting one of those MMO "open beta" events t

13 Replies 3,900 Views

The Sovereign is immortal. Your other family should be able to age and die off though. Assuming that's programmed in yet.

3 Replies 3,863 Views

[quote who="Myles" reply="9" id="2550120"]What is the status of multiplayer saves - will those be local as well?[/quote] According to the beta roadmap, the multiplayer has player hosted and Stardock hosted games. IIRC, the Stardock hosted games will also be saved on Stardock's servers. Presumably if a player is acting as the server, the game would not be saved on Stardock's servers. BETA 2: Multiplayer Beta Initial build provides basic multiplayer

12 Replies 11,120 Views

[quote who="Peace Phoenix" reply="102" id="2553370"] Use % (or something that scales at late game) as bonus & penalty. There is nothing wrong for meditativeness to generate "4" spell points without the aide of city. However, 4 spell points aren't probably that much in the late game. Make most, if not all, of these Sov trait affect how player play the game both in the beginning and at the end game. Well, the point is about talent for the sovereign. The sovereign is a specif

149 Replies 259,671 Views

[quote who="FalseMyrmidon" reply="13" id="2551217"]I don't particuarly care for the ones that effect only the city your Sovereign is in. It seems to me that they would encourage players to just sit that unit in a city and forget about it when it seems like your goal is for people to actually use the unit for things.[/quote] Well, the other problem with them is that only the Sovereign can found new settlements. So he's out of town a fair bit anyway. I guess some people mi

149 Replies 259,671 Views

Been playing some tonight, and I've been seeing odd research issues. In one game, I never was able to get Orchards researched, so I couldn't use the one I had right next to a town. I've never seen tech for mines or quarries at all, though I see those resources on the map. I had Civilization up to 20 and largely stopped getting new techs, but didn't see anything. (I've also never seen a Shard of any type in 1g, so I can't really tell how magic is working since I can't seem to c

6 Replies 1,332 Views

[quote who="Aractain" reply="145" id="2549967"]Having the game just make roads for you is not a meaningful choice either btw. As Raven said roads should be tactical choices. In Civ4 enemys can't use your roads but if they did you would probably try and incorperate them into defensive terrain. Oh look a meaningful choice! Either way I would like road building to be painless and fun. Not a horride click fest nor a automated system I have no control over. [/quote]

287 Replies 654,797 Views

[quote who="Sarudak" reply="62" id="2549866"]Quoting Tridus, reply 61 Is that going to be all the way through the beta process? [/quote] Release won't require it, so presumably at some point in beta it'll get turned off. But I have no idea when, and my guess is not soon since beta 2 is the multiplayer phase.

81 Replies 259,938 Views

[quote who="Sarudak" reply="62" id="2549866"]Quoting Tridus, reply 61 Is that going to be all the way through the beta process? [/quote] I don't know how long it's going to last, but it's the case for the moment and likely through the entire beta 2 phase (since it's the multiplayer beta). I do know that the release version won't require Internet to play, so presumably that requirement will get turned off at some point in beta. I have no idea when, though.

81 Replies 259,938 Views

[quote who="MichaelCook" reply="135" id="2549833"]Paying maintenance on roads? My god how dull! As stated before "I don't want to play SimRoads". People complain that "worker" units are boring and tedious, but they want to include road maintenance? Cinders and Ashes! [/quote] Those are likely different people. Besides, you're not playing SimRoad. There's no traffic management, no mass transit, etc. And what's wrong with upkeep on roads? There's upkeep on lots of oth

287 Replies 654,797 Views

[quote who="KellenDunk" reply="236" id="2549310"] I don't understand why you need to consider captured cities at all in this process. [/quote] You don't, really. Its easy enough for the game to keep track of who founded a city, so it knows how many cities you've founded. The "city founding" tech would control that number. Once you hit the limit, you can't create new settlements until you get another level of the tech. Conquered settlements don't factor in at all, which

247 Replies 546,395 Views

[quote who="Wintersong" reply="25" id="2549193"][quote who="=Outlaw=" reply="23" id="2549179"] ...Everything looks great, but this is the only one that rubs me the wrong way. What if instead of game over when your sovereign dies, its game over once your BLOODLINE dies out (basically once all your factions' champions die out). If your sovereign dies, then the next person in line,...[/quote] It's a core game mechanic debated in many threads, Stardock won't change it. Wait for a

81 Replies 259,938 Views

[quote who="trufflelord" reply="113" id="2549625"]In every Civ-style (TBS) game I've ever played roads are an absolute priority. They are essential for defending your empire, deploying troops to the front line, trade, etc. You have to be able to build them when and where you want. The idea of organic roads sounds innovative and creative, but there also needs to be a way to build them manually.[/quote] Pretty well every version of organic roads suggested has had two classes of roads: t

287 Replies 654,797 Views

[quote who="seanw3" reply="114" id="2549630"]I say I agree with Unicorn. Roads should be something you must deal with, not something you should control absolutly. Hmm... I'm pretty sure the title of Soveirgn means that I do get to in fact control evrything, absolutely. [/quote] You mean like those adventurer parties randomly wandering around your realm stirring up trouble, right? You don't have control over everything. You do have control over quite a lot, t

287 Replies 654,797 Views

[quote who="Ragnar1" reply="90" id="2549408"]I also like the idea of a negative or balancing downside for building roads, especially if there is player control of building them. In Civ games it is just goofy that you have every single square covered in railroads by late game. There should be an upkeep cost to the roads for maintenance that is transperant to the player so that the player can determine where the break point is in that building another r

287 Replies 654,797 Views

Another +1 for organic roads. We already have caravans trying to go between settlements. If there isn't a road yet, they can still try, and over time will carve a trail out. Later with the proper tech you can choose to build better roads, and pay the upkeep cost associated with those (paved roads require maintenance or they break down, a trail in the woods doesn't as long as people are using it). This to me gives the most feel of the world being "alive". People going places and doing

287 Replies 654,797 Views

[quote who="KellenDunk" reply="226" id="2548655"]attaching the number of settlements to the civilization tech tree in some way is a really good idea to whomever suggested it! [/quote] That would have to only affect creating settlements yourself though, otherwise it'd totally cripple conquest style players because they'd have to keep up with the city count research in order to conquer anything.

247 Replies 546,395 Views

[quote who="Outlaw" reply="210" id="2548108"]Quoting vieuxchat, reply 201Food isn't global. It's a per/town basis. But ! Caravans add a percentage of every town connected. For instance you have two town A and B. Town A has 10 food, town B has 20 food. If a road exist between them, then town A get 10 food + 10% from food of town B (2) = 12 total food. Town B gets 20 + 10% from town 1 (1) = 21. So roads are really important, and caravans delivers gold each time they arrive in a

247 Replies 546,395 Views

[quote who="Shurdus" reply="200" id="2548013"]You became an expert on what the dev's are willing and not willing to implement just now? Anyway, I think it is not a bad idea to be able t control what resource goes where. It could be as simple as having an extr tab in a menu in a city where you can specify how much the city is allowed to draw from the 'pool' as you describe it. I can see that working just fine. [/quote] I was paying attention during the 20 page discussio

247 Replies 546,395 Views

[quote who="Outlaw" reply="192" id="2547785"]Quoting Tridus, reply 135 Aagin, there is less fine tuning with only using off/on switches for importing/exporting. With the options im suggesting, you can set up supply lines exactly the way you want them, without micromanging caravans every turn.[/quote] There's no micromanaging of caravans right now, and no explicit supply lines. Are you in beta 1? None of that stuff made it in, they went with a simpler economic model. Caravans just

247 Replies 546,395 Views