weregamer1

weregamer1

Joined Member # 3170393
2 Posts 14 Replies 228 Reputation

I am not 100% sure these goals are incompatible, but I do see many signs that the approach taken to making the AI better has been to make the game less fun. And there is certainly a fundamental dichotomy among *players* about what makes a game "fun". Some folks get the most enjoyment out of fighting a hard AI on a level playing field, but others like me frankly do not - or do not any longer. If I want a grueling challenge that plays out over months and years I can go back to my job, m

20 Replies 7,074 Views

+1 Alfdaur. I would like every choice for sovereigns to be useful (though making every possible combination useful is asking too much if the choices are to remain interesting). I am happy that at least a direct spellcasting sovereign is viable, which they weren't in WOM. In terms of maintenance, mana is precious but not so precious that one can't maintain spells. Early in the game if you take Attunement you can keep a couple of buffs up and still net 1 mpt; this

13 Replies 23,535 Views

Hmm, I think you are overinterpreting a consequence of your playstyle. Since I play a lot of TB 4X games in this vein (Civ X for all X, MOM, MOO, etc. etc.), I always prioritize getting out and finding the lay of the land. You want to scout out the best city sites and grab them before the other players, and in this case also grab up the cheap low-level champions so you can grow them. That said, it is a flaw in the game that early scouting and aggressive colonization is

6 Replies 8,656 Views

I'm glad to hear you say that, Frogboy. This thread - both what you just wrote and what Rishkith wrote in #8 - is why I got super-bored by GalCiv2 after about 3 playthroughs. All of my choices felt either meaningless or unfathomable. The really great strategy games concentrate on giving choices that are Are fully understandable Are really meaningful Have no "correct" answer, only tradeoffs. But th

41 Replies 188,498 Views

The apparent intention in the unit design interface is that there is no way to build an upgraded (faster-moving or better defended) pioneer like you could in WOM. I infer this from the lack of a "pioneer pack" equivalent. But you can still build improved pioneers by choosing to "edit' the design. This is apparent bug #1. For example, with the requisite techs and resources you can make your Pioneers have horses or wargs, the Scout talent, and add the other negative t

4 Replies 3,079 Views

Eye of the Beholder was actually a mostly-clone of an older classic title, originally for the Amiga, called Dungeon Master. The new game that is coming out is called Legend of Grimrock.

106 Replies 298,421 Views

I strongly agree with the OP, though "warlord" is a terrible name for it. The trait *description* just cries out "this guy is useless in a fight himself, but gains exp from his champions going and doing stuff so he can stay home and be a governor". Perhaps "Mastermind" would be a better name.

5 Replies 2,922 Views

"the higher the more often" is clear to me, but it's completely unclear to me: 1) How many initiative points does attacking "use up" - that is what value of Initiative is exactly enough to go twice as often as everybody else? 2) Is there an explicit concept of "turn", or is everything in terms of the intiative of the unit. Frex, if I have a caster with four times the number that answers (1) for initiative, and they cast a "2 turns casting time

21 Replies 6,090 Views

I miss the marriage and dynasty system for the cool feeling it brought of being in a consistent world. The attempt to tie it into the diplomacy system was not very viable, but that was not really its charm for me. Getting a new free champion every mumpteen turns (births were infrequent) was a very minor benefit, but added a lot of flavor.

7 Replies 3,986 Views

Almost the same thing happens with the animations from magic staves in player armies, but the pattern of occurrence is different. It seems to start happening randomly within a given battle, but once it starts it happens on all player-owned staff attacks for the rest of the battle. I also see an anecdotal correlation between this bug and game crashes on the player turn after the combat ends, as if the misplaced animations were trashing something in memory that's usua

1 Replies 1,485 Views

I also like the cities as they are now. The more organic growth makes them look interesting and unique, and a lot more like real pre-industrial cities. As a couple others have said, this both a distinctive feature of the game and a fun part of it; going back to boring rubberstamp icon cities would feel like a real loss. More from a game-mechanics viewpoint and perhaps in the direction of the "gamey" comments, with powerful NPC armies wandering around in the early to mid game, the abil

82 Replies 122,901 Views

While I see the point that the game may be unfriendly to a noob, and this needs to be addressed, I would hate to see it addressed in a way that makes it less playable for an experienced player. The most alarming suggestion was hiding special resources until you can unlock them. Ugh. The #1 reason to abandon a game of Civ5 after the first hour or so of play is finding out that you don't have any Iron. Playing WOM, the barren world and hidden resources can make for ev

31 Replies 118,847 Views