Hell no to crysis. The graphics on medium compare to Far Cry 2 on high, but the writing is absolutely terrible. The beginning is horribly cheesy and it doesn't get any better. There is no replayability, and the microgravity thing was pretty sad. Basically you just float around. There's no recoil whatsoever.
Teucrian
I'd like to throw out there the possibility of having the world map change without specific player action. One proposal that I've seen a few times is having "automatic" roads or paths that are created as trade between cities without a formal road-link creates it's own scar on the earth. The caravans themselves are another example of a dynamic world. Other ideas: monsters/animals learn to fear humans and move away from civilization and hover around the edges
[quote]A solution for that is probably harder[/quote] You could let the player build intersections. As an aside: it'd be neat if crossroads towns sprang up around heavily used intersections, but I don't know how dynamic (without player interference) the worldmap is going to be.
I like the op version better, actually. It adds to the dynasty system in an intuitive way that is also simple to execute. Realism is nice, but get too many details and it starts to get in the way. Cleflar's idea sounds good, but you could probably stiffen the penalties for betrayal in simpler ways (prestige of the aggressor could drop by an amount related to the size of the dowry).
Hilarious ridiculousness? Idk.
That looks really good. I would like to see more magic related history/talents/weaknesses, since our channeler is supposed to be a superpowerful magic user who can eliminate entire armies.
[quote]last 15 minutes.[/quote] It seems to me like this one is the hardest for long strategy games to do well in. Most of the games that I've played, the last 10-15 minutes are a foregone conclusion.
Yeah the problem's the same for the Demigod dev journals. It gives a really long link, but if you delete the question mark and everything after, you end up with the standard forum address and it loads the correct page.
So enchantment kits are a resource, then?
Agreed. Might be good to have both on the map and in tactical battles.
[quote]Mount and Blade: This combat sim/RPG blows a lot of the major stuff away. Graphics aren't good at all, but the gameplay is. Amazing mod community.[/quote] Seconded. I loved that game. Gmod was another one that I tried and love, Get a couple well known mods for it and all you need for hours of fun is an imagination (or a sense of humor).
Gmod! (Garry's Mod for HL2) Maybe it's not quite up to the standard of some of the games on the list, but in terms of hours/dollar, it's at the top of my list.
[quote]it’s continuous turns. Examples of continuous turn battles would be Baldur’s Gate and more recently Dragon Age: Origins[/quote] That sounds amazing. Happy thanksgiving!
I can see where it might be shocking for people new to stardock to see a software ceo publicly “critiquing” his own products. [quote]I really need to make sure that Stardock badge shows up everywhere.[/quote] That'd be a great idea. I identify a lot of people by their avatar, so if that showed up in the op (with the stardock badges for stardock people), it might clear some things up.
[quote who="Nesrie" reply="32" id="2453624"] Quoting Teucrian, reply 31 Supply does not affect Demand! At least, not using economics definitions... marketing affects Demand, or throttling Supply affects Price. Not necessarily true. Sometimes there is no demand for something until the supply is there, especially with technology items. Who knew I wanted a PVR until they were actually available? The fact that it existed, created a demand. I am sure I c
[quote who="jongalt26" reply="27" id="2431853"]and i bought the damn horse armor lol "while supplies last" is utter crap it is a way for the industry to regulate supply to artificially increase demand. [/quote] Supply does not affect Demand! At least, not using economics definitions... marketing affects Demand, or throttling Supply affects Price.
double post. sorry
[quote who="ToJKa" reply="6" id="2432559"]How extensively can they be programmed? I loved the Gambit system in Final Fantasy XII, and if DA has a more advanced system than it was, then it's another good reason to buy it.[/quote] You get several "tactics slots" which are basically if-then statements. If "status" is true, then do "action". There's a huge amount of statuses and actions that you can pick (I'd estimate around a hundred). And you get more tactics slots every few levels or y
Your mod looks really neat. Looks ambitious but doable with a lot of work. Good luck!
Oblivion w/ a dozen mods running. However, I must say that the game where I spent the most time "role-playing" was Europa Universalis II (and III). National ambition is just so much fun.
[quote who="Scoutdog" reply="122" id="2432651"] When you are deciding which general field to study, the green yellow and red just corrrespond to the techs that you get to choose from when you reach your next breakthrough in that general field. The greens will definitely be available, the yellows represent hihger level techs that have a fair chance of showing up, and the red ones are very advanced techs that have a very small chance of showing up. A breakthrough or milestone is when
I got my upgrade free when I bought vista for my new comp that I put together over the summer. So far I like it a lot better than vista, but if it wasn't free I wouldn't get it. If you aren't having much trouble with vista, then windows 7 just gets you a nicer ui and a few gimmicks (quite a bit nicer, but just the ui is not worth more than 20 bucks or so). However, I don't know enough about the technical aspects to say whether there's more to it than that.
[quote who="BoogieBac" reply="11" id="2431836"]Gonna have to veto this converstaion...we originally had rivers ON tiles and, after discussing it over internally (and with some insight from Soren Johnson and the civ4 team) we're definatly going with the 'inbetween tiles' method. The crux of the matter is that rivers are interesting and strategic from one major point: which side of the river are you on? When placed between tiles this logic is built into the map sy
[quote who="Raven X" reply="108" id="2432454"]I really, Really, don't think everyone should get Every tech. This severely limits the usefulness of Tech Trading and other tech related options that could be a big part of diplomacy. Part of the draw of these games is the feeling you get when you're doing good and slaughtering your opponents. This is partly done with Technological Superiority. I can agree that as a tech gets older and has been around longer it would make sense that tho
[quote who="KellenDunk" reply="25" id="2430931"] Quoting Warderin, reply 23kudos on the reaserch system seems intresting 4. Are you thinking about implementing a system that after a player disregard a tech for X times it become harder to reach? ewww[/quote] This happens automatically, becuase one breakthrough = one tech, and the cost of each breakthrough goes up. In economics terms: the opportunity cost of disregarding a tech goes