also destroyed cities (razed) are still displayed on the empire tree :(
tesb
@frogboy the attacks per round and the movement speed per round has to be separated, there is no way around this. [quote] We can't do this if we use moves as the number of tiles they can move otherwise we'd have to let that unit move a ridiculous number of tiles on the main map. [/quote] why not just add a multiplier in battle, say a unit has three moves on the map it has 6 moves on the tactical battles, but you don't even have align the t
the should disconnect combat speed from the movement speed on the battle field and instead use the normal movement speed instead. for example so a unit with high movement speed but low combat speed can move several tiles per turn but only attack once, and a unit with slow movement speed, bit high combat speed can attack many times per turn but only walk on tile a turn etc.
@frogboy seeing the enchanted farms, please let me cast city buffs from anywhere in my realm. running around on larger maps just enchanting cities is not fun.
yep this sounds much better :) @frogboy why not make so i can build caravans to the improvements to connect them with a city, i could easily see which city has which improvement (just look at the roads) and perhaps they could even give a further bonus to the improvement.
sorry but i think you have been spoiled by 'betas' of other companies. this ia for once is a real beta, it is not fun, it crashes ... if you want to have a impression on how the game currently plays try to install win98 without any patches :D
/agreed the more diversification the better
always those small screenshots that can't be made larger :(
have you played the first neverwinter nights? you could make the spell system ui a bit like it: right click on a tile and you get a circle of buttons with the spells that could be used. regardless on how it is done the current system need to be completely overhauled. as for buffs: either make them auras as described above or make them castable as long as the units are within your territory. running around in circles just to keep them up is annoying.
then you are not reading the thread annatar :) (or only the op) my main concern is that elemental will come out with a few bugs, good polish but mediocre gameplay. sins for example got me hooked pretty fast but after playing some games it became stale pretty quickly (luckily there were mods). gavlcivII while i do like it and even play every once in a while it could have so much more. (carriers, portals, warp lanes, world ships, ...) that is what i
Ok after playing a lot of games with the main focus on magic my initial impressions were only reinforced: the current system is micro intensive while it has little strategic importance which is the worst of all combinations. Here are my suggestions making it better: City Buff Spells: Current Problem: you have to go to every city enchant it wait till mana is regenerated go to the next buff it and so on. <
[quote]You're making the mistake of incorrectly identifying the lack of features for a lack of completion. For example, the Tactical Battle system has been completed for quite some time. The Beta testers are only getting it this week. If you honestly think the Beta 3A that is currently available is a representation of the progress of the game, I'd be happy to describe in detail the production schedule for a PC Game to provide evidence to the contrary?[/quote] i am no
[quote]I really don't understand what people are worried about.[/quote] a shallow game. as of now the beta is not particularly deep and it lacks unique playstyles. i am not worried about bugs or missing graphics or even lack of content (i enjoy playing on cloth map more) but different and unique game mechanics.
yeah i agree, but i also think a lot of content will come with mods and dlc over time. i really hope the internal build is much more advanced, since there is a lot to work before the release.
[quote] No. We mean you don't see them. Auto-resolve just runs tactical battles under the covers with it being AI vs. AI. [/quote] really? not some stupid total war auto resolve stuff (basically it just compared army strength but did not actually run a real combat)? doesn't this slow the game down when there are huge armies colliding and i choose auto resolve?
both apparently
@frogboy, my suggestions: -better magic ui, if you have many spells researched it is hard to find the right ones (maybe when you have a caster selected and rightclick on a tile a specific popup turns up, for example i have my sovereign selected right click on one of my cities and i can now choose between city buffs, if i right click on an enemy i can cast debuffs, damage spells and so on) -i like the aow magic better, where buffs and even some damage spells coul
still not out :(
the minor races did expand too in galcivII btw. at least in earlier patches i had a minor race conquering nearly half the map with my help. the only big problem i had later on was that they were immune to culture influence :( the reason why this was so rare though was because they started expanding very late.
----fix this forum please stardock ---
----fix this forum please stardock ---
well then, we simply disagree since i would care about those things. also it is pretty realistic since every major city needed external food income, rome being a good example of that. edit: sometimes this forum needs to be slapped in the face, work damnit, just once
[quote]So, instead of suggesting that since the Hut > House upgrades doubles population to give the upgrade a food cost, you'd rather scrap the whole system and make a new one from scratch?[/quote] well there are some major points on why a new system would be better: 1) different kinds of income: tax (with a lot of villas/mansions/estates) or trade (merchants, markets etc.) 2) city diversity: you can choose between a low tax but cheap to build high po
annatar you could change the food income system as well, to support a food to population mechanic and not a food to house mechanic. the main reason against the current system is that houses upgrade, providing more room for population while not consuming more food, this doesn't make any sense at all. if you want some big cities with thousands of inhabitants just build some farming cities and add some technologies that increase the harvest (like mills, gardens -> acres
i agree on all points :)