Considering the acknowledged amount of work that needs to be done, I don't see any ports forthcoming for some time. Once the codebase is mostly settled down, then I'd imagine they'd start considering porting it to other platforms. That said, I personally haven't seen anything affirmative or negative so I may have just missed a passing mention somewhere.
sagittary
Wargs, Horses, Ogres, Material, Food, Gildar, Crystal, Metal. Other than that though, I imagine that it will all get put up in the Arena webpage which already has all the tech trees there.
[quote who="SapSnark" reply="74" id="2768216"] I like Civ4 a lot - but its AI is limited. Elemental's AI can surmount such limitations so long as discussions like these continue.[/quote] Unfortunately, at this point, nothing has actually been discussed. Sure, a lot of words have been said, but they've all amounted to "This game and that game have poor AI."
That may be true Ozz, but Total War is a very different type of RTS. It does not play at all like those games descended from the Warcraft model. Total War takes as much from war games and TBS as a RTS can. It's about as slow paced as an RTS can get with a heavy emphasis on simulation.
Unfortunately, the article itself uses hostile wording to skew the intent of the ruling. It also makes huge leaps from X to 1. *shrugs* As if all things, as Fuzzy pointed out, the devil is in the details of the case. It also implies a lot of false facts as if they were new and shocking. So while a a valid news item, hardly as controversial and groundbreaking as the website would have you believe. It does as much to incite a moral panic as inform.
It's suppose to be put in/supported in the next patch or so.
[quote who="falconne2" reply="2" id="2767736"]Actually I'm only active on Elemental. Hmm, it appears now I have +2. Maybe it takes some time for the total to get processed and the first time I happened to look at my profile was the wrong time oops[/quote] *shrugs* I've gone from 33 to 25 to 33. It's probably a combination of a lot of things. I prefer to think of it as a general relative range. It keeps the gamer side of me calm instead of "Gack! Must... get...
More specifically, you have to move into the glowy cloud sections.
Given the compromises that would have to made (or the heavy scripting involved), I don't really see it ending up much like Battletech. However, I could see it being a good mech game in general if one was willing to work with the system.
I think a major thing would be to use Elemental's ability to change tiles to simulate how magic works in Dark Sun. To me, the fact that magic is not this infinite do-anything force but a measurable thing that can actually be depleted would make for a visceral mechanic for magic. If you could actually depleted/destroy resources and usable tiles by the overuse of magic (or flat out just defiling it)...
Frogboy reads this forum regularly. The tactical threshold in the options determines when tactical battles are autoresolved. Set it to 0 and you will always have the choice.
[quote who="SapSnark" reply="52" id="2767028"]So far we've mostly been hacking back and forth about Civ4 AI vs Elemental AI. BUT, As far as games go, what would be the top 3 gaming AIs? GalCiv/GalCiv2 has a mention. I'll put in a mention for the recent Paradox games. I'm amazed an AI can handle them at all (although maybe that's because I can scarcely handle them). Third - how about Thief/Thief 2.[/quote] What's the
In terms of game mechanics, it'll probably be done at some point with only minor stuff changing/added. In terms of content and fun designer stuff? That's probably what he meant. Making the AI better, adding cool weapons, etc, that's all stuff that we could certainly add in indefinitely. It's like Team Fortress 2. It's done in the sense that it's a finished game and there's not alot of changes to game mechanics and such. But it's not done in that t
[quote who="MrCapitalG" reply="2" id="2766907"]Great, where was this stated so I can be brought up to date?[/quote] I think it was mentioned in one of the recent dev journals.
[quote who="psychoak" reply="201" id="2766922"]Isn't this entire thread utterly useless and something modders will take care of in short order regardless of your tastes in apparel?[/quote] Pfft. Reason has no place here!
[quote who="zespri" reply="49" id="2766967"] Quoting sagittary, reply 46I think all of these people (Brad, Soren, the guy doing AI for AI war, and the guy doing AI for Civ5) would have lovely lovely talks. With their powers combined... all hail our robot overlords! Btw, AI War has very different AI in the respect that it is totally asymmetric. In EWOM (at least on the surface) the goal is that both human and AI play the same game with the same rules. In AI Wars AI plays by ru
Why does Nym wonder what they (whoever they are) tastes like? O_O And yes, I'm well aware that for all the really cool stuff in those pics/on the site, I notice some random statement in the corner of a screenshot. >_>
Nice review. Disclaimer: I only mention things I have something to say about. If I don't mention something, it's because there's no reason to talk about a bug or something I agree upon. Point 1.2.3 (Spells are weak): They fear them because they can very easily unbalance the game and invalidate other units. While it may be cool to be a god-among-men, it doesn't make it fun or present any interesting choices. If a magic user can duplicate the function of any other unit an
Everything's Worse With Bears!
[quote who="Goldmos" reply="199" id="2766731"]Well, I red all this thread so far (by the way, sorry for my english in advance) and nobody explained why sexy armor on girl (or women, no offense there) have the exact same protective value than their conterpart male armor? Simple! It's because the guys in the other army wont want to dammage her or will be too distract to hit correctly. For sure, it's not logic, but I thnik in a fantasy world this explanation could work . But, to be more serious,
Thanks for the link. Another great AI system is the one in AI War which layers AI to create complexity; each unit has simple AI, each army has its own AI (handling army level issues like giving orders), then there's sector AI, empire AI, and a few others. Civ5 does something similar where there are multiple AI systems that interpret the orders from higher up to create intelligence. AI War takes it a step further though in that it doesn't use state-machines for it's decision making (
Good catch. As for your gildar, you're priceless!
Sorry, I can't afford the per-turn gildar cost.
[quote who="malekith" reply="4" id="2765559"]By my last count, the Kingdom tree contained 106 techs and the Empire 95. For reference purposes Civ IV's tech tree contained 92 distinct techs.[/quote] My guess is that Civ's tech tree is much more streamline - any given tech leads to one or two other techs and there's really only a handful of ways to get from beginning to end (not counting going back). So it's very deep. You're only able to research (generally) a few
[quote who="brainiac74" reply="7" id="2766200"] Quoting vieuxchat, reply 6It's an old work on the tactical battles. So it's no longer up to date. Really? I kinda wish they didn't use that image on the retail box art (cardboard sleeve) then. The caption next to this image says "Wage War Create custom soldiers, engage in tactical battles and conquer your foes"... sort of implying that the tactical battles would look something like this. If battles that lo