I have some ideas. (As opposed to opinions) 1. Instead of waiting for everyone to press the 'end turn' button, how about a button that says 'don't end the turn yet', which only appears after the first person presses 'end turn'. So, if you really need extra time, you press the button. 2. The current system of giving orders is not good for a phased system. One should be able to say 'intercept that army', 'attack that city', 'guard this area', 'go there
StormSeed
And anyway, it's a homophone problem. You probably wouldn't notice a homonym problem. Yes, I am also a semantics nazi.
For me they don't appear immediately, but when I move a nearby unit, then it starts showing. Don't know if it is the same problem.
After reading all the suggestions and complaints here, I got a new idea, which allows as much control as you need, with minimal management. 3. Organic tactical roads - A roadbuilding AI tries to connect everything you build together, using the current shortest route (which is influenced by existing roads). It should not build roads near hostile units, so they automatically avoid dangerous areas. If you want a road to the mountain pass, build a fort or something th
Since we are going to be able to build buildings outside of cities, I have two ideas: 1. You can build inns outside of cities. Caravans between cities will use the inns as waypoints and create roads automatically. There should also be local caravans that create roads between mines etc. and the closest city. 2. Make roads an out-of-city building. This way, it goes into the building queue, so there is little micromanagement, and the construction speed depends o
I think the different charm spells should work on different kinds of creatures. Taking control of a giant spider has different balancing implications from stealing a unit of enemy soldiers. A soldier with steel plate armour and a peasant are both just humans serving their liege; the only difference in charming them would be that the soldier might have anti-charm training and/or equipment, so such a spell's power is very variable. A Charm Monster spell however, relies on
Having read this thread, I notice that the posters' opinions can be divided into certain mutually exclusive categories: One should choose what to research based on one's situation. One should only be able to research things that make sense in one's situation. One should research according to one's strategy. One should adapt one's strategy to what you researched. One should be allowed to choose techs according to the story that you a
It sounds like the economy that they are planning to put in is in some ways similar to this idea. We'll just have to wait and see. I suppose I could always mod it in after the game is released, if the system chosen is not similar enough.
The building doesn't need to be destroyed per se, but something has to indicate that the building is not being used anymore, and that people are unemployed because of this. The idea with my system is not to represent progress from stone to steel, or whatever, but rather to allow the player to adapt his/her economy to the situation he/she finds. If you don't have iron, you should be able to adapt to it by using something else, or by being more diplomatic, or trading with an ally
@Ivan: I've read up on bronze. Bronze is harder than iron and requires less maintenance, but iron has the advantage that it is much more common. I was favoring gameplay over realism anyway. According to various sources, iron replaced bronze because it was cheaper and good enough. Wikipedia confirms my sources. @MagicwillNZ: The wood furnace was in fact inspired by Dwarf Fortress. DF's way matches with my knowledge of real life on that subject. Coal
Hi! Since, if I recall correctly, the dev journals have stated that people found the resource system with stored/transported quantities to be un-fun, I've decided to attempt a design with which to replace it, and would like some input. I decided to start off from the basic design principle that strategic fun is making decisions under scarcity. I also know that the new system needs to be easy to manage, having preferrably no minutiae and minimal UI requirements. F
During this discussion, remember that larienna is a person not participating in the beta. (Evidenced by the fact that she says "from what I have heard") This means that larienna hasn't actually played the game, and therefore doesn't know whether or not it is fun with the research and tech tree as currently designed. What she means by "primary technology system" is probably that she feels that the current implementation would be ok if the spells work differently. Th
While option D does sound ok, I think I should propose option E: Option E: Unit designs are only a shortcut, unit designs are simplified, and basic resources are stored. When you want to build units, it shows you what metals/wood/stuff are available in this city, what can be imported from inside your empire and what can be imported from further away. When you decide to build units, you just pick one option for each of the five slots: left hand, right hand,
For the sovereign I recommend something like in Dominions 3, where the 'sovereign' is set up before the game. Because special hero abilities run in the family tree, I think the heroes should level up automatically.
When I zoom in it zooms toward my mouse cursor, but in such a way that the mouse cursor moves on the map, so the destination of the zoom keeps changing and I end up far from where I intended to zoom to. The fix should be simple. The camera/viewpoint should move in a straight line toward the mouse cursor and the view direction should stay more or less constant. This should cause the cursor to stay still relative to the map.
There are actually different colours being used on the map for different terrain types, but the colour is very subtle. I guess they are going to add a texture over that, to make the grass look like grass etc.
There is a drag-select feature. I think it was on the control or shift key.
Another possibility is a paperdoll, like Diablo. Or they could group the items by slot, rather than function. Function might then be shown by colorcoding and sorting.
While I do actually agree, I have to say 'no'. Just because noone else will. [e digicons]B)[/e]
I had a different problem with the UI scrolling. I put my mouse at the right of the screen, and then it scrolled left. Putting my mouse at the left has no effect.
The title says it all really. I told my sovereign to move, but the move target indicator flashed and faded and such, as if it was at exactly the same distance from my viewpoint as the map surface.
Ah yes. That one got me too. They really should put that box in the normal menu as well, not just the blue one.
I second this, because I use a laptop. Panning the map with the touchpad is a real chore; I'd like to use the keyboard please.
I thought I remembered something like that. I couldn't figure why the ALL-X works, so I just forgot about it. Well then. Hopefully we catch such things during beta and have them fixed. I love the idea of this very thorough beta. [e digicons]|-)[/e]
I don't think we need to fear that there will be a one-and-only strategy (like SoD) in this game. Stardock knows how to do it right. (GC2 didn't have any problems of this type AFAIK) How they will do it probably depends on the beta, so you should be happy if you signed up, since only then do you get to influence the decision. Really, everything Stardock has told us seems to be pieces to a puzzle which realizes one magnificently well-designed game.