Scoutdog

Scoutdog

Joined Member # 3256839
37 Posts 9,249 Replies 1,243 Reputation

I agree: total research loss upon losing a city would be..... bad. Some techs in GC2 took hundreds of turns to research. A slight dip wouldn't be too bad, though: maybe a standard two-turn "reintigration" hold on that ctiy's research.

130 Replies 352,829 Views

[quote]I'd like borders to affect an army'sability to supply. Within your borders, supply is easy. The population helps you out, helps keep you fed, and makes maintaining that army fairly painless. Outside your border, no such luck. You've got to bring supplies or forage. Go inside an enemies border and it gets even tougher, foraging isharder because you need protected patrols or guerilla forces try to sabotage your supply trains. Abstractly of course, just as some +/- to supply wh

39 Replies 100,220 Views

[quote]Sign up to a guild, compeat against other players in other guilds (or regulare maps) final score counts towards guild score. Guilds have little or no ingame affects. serving primarrally social and ranking functions. [/quote] So, each member of the guild plays a game against a member of the other? What if there are not equal numbers of players?

5 Replies 3,496 Views

Well, considering that the AI itself can be modded, that factor is rather moot, but for the less codey players, it certainly would be nice to have a weighting system for events..... might be rather hard to do well, but I see nothing inherently impossible about it.

16 Replies 8,700 Views

[quote] Considering that they were white sparks, if his weak spot were his groin I suspect it would have gotten bumped up well beyond T. [/quote] His weakspot was in the center of his chest. And he was male, lest landi get any more..... ideas.

50 Replies 40,065 Views

I was.... not even a spermatozooan @ the time...... highly doubt that we could repeat the journey now, even if for some reason we had too.....

2 Replies 26,909 Views

[quote]I noticed a number of people are basing their assumptions on being able to research three techs simultaneously. It appears that you are not limited to three simultaneous projects. There appear to be scroll buttons above and below the technologies being researched. Additionally, there are “Add” and “Remove” buttons at the bottom of the screen, presumable to add and remove technologies from the active research list.[/quote]Brad said that you had the ability to res

130 Replies 352,829 Views

I was wondering about that myself...... but then, Brad did say that you have to gain the ability to research three techs at once, so maybe it's some sort of over-unity system where it actually takes less time to research techs together than to research them in sequence..... like if in GC2 you could get the ability to put your military, social, and tech sliders ALL at 50%....

130 Replies 352,829 Views

[quote]However, I think at this point it will have to be down via code.[/quote] I wouldn't be too sure about that: the randome-event modding that did make it into GC2 was essentially plain-text. However, it doesn't particularly matter to me: ive been meaning to try learning Py again.....

16 Replies 8,700 Views
Reply to Weapons in War of Magic

[quote]Ah. Well even if newtonian physics are present they do not have to apply to everything. A dragon walking along the ground is going to leave footprints. But it won't be because the weight of the dragon overwhelmed the soil with its ground pressure rating and deformed it enough to leave a mark. Its just going to leave a footprint. Sand is a lot harder to run on than stone. But we wouldn't be calculating the extra calories our soldiers require to move over it. Sand would just reduce overa

70 Replies 28,106 Views
Reply to Weapons in War of Magic

[quote]Well... define "full" physics.[/quote] "Full Physics" as in the tactical battles being run like an FPS or RPG, where all objects are able to freely move in a three-dimensional world, ogverned by Newtonian motion.

70 Replies 28,106 Views
Reply to Weapons in War of Magic

There has to be an arbitrary cutoff. In the example above, the computer needs to know that a thorn is important to 9 soldiers, but not to 499. For the system to work, there has to be an arbitrary number of units for which the computer knows to say "let's zoom out". Even if you did add some sort of gradient thingy, the imbalence I mentioned would still stand. Without a full, integrated physics engine, there will not be hitboxes: the battle you see is just a

70 Replies 28,106 Views

[quote]Anybody notice that glow in the upper left of the "education" tech's area? It looks like the light shinning through the clouds has clipped out of the emblem circle into the black area. either that or the little compass looking thing and that glow is ' "selection cursor" of some kind, in which case we really need to get something more apparent.[/quote] I see it, and I think it's a "completion counter": as you research more and more into the tech, that glow expands

130 Replies 352,829 Views

[quote]I think Landi already asked this but I'm curious to know how the tech randomization will actually work. Will these randomized techs be available to every faction in a given game? Or will randomized techs differ from faction to faction in a given game? I think the latter would be cool. It would defnitely make each faction more unique.[/quote] I think that Brad implied it could work either way, considering that we will have faction-specific tech trees: it seems like the RNG start

130 Replies 352,829 Views
Reply to Weapons in War of Magic

[quote]That wasn't my point. I was saying that all of this super detailed complexity would not be modeled in large scale battles because they have little to no effect on the battle as a whole. If you are playing MMORPG style which a single character who is YOU, breaking your ankle in a fight is a terrifying prospect. But when you are throwing blocks of 500 soldiers against others, what does it matter if one soldier out of 500 stubs his toe? Now if those 500 soldiers run over a patch of ground

70 Replies 28,106 Views

[quote]If you want to be an evil jerk about the whole thing you could put metal spikes on the bottom before growing the hedge on top of it.[/quote] If you wanted to be evill er about it, you could grow the hedge up OVER the pit and make it come ot over the side like this: ____________ </l

40 Replies 29,721 Views

[quote]I don't know if this counts as tech randomization but we are planning to have a pool of techs that are are inserted into games based on whether they make their probability roll. I.e. certain techs would show up in some games but not in others. Not core techs but ones that spice things up in different directions.[/quote] Sounds good from a gameplay standpoint, but for modders (like myself) I hope that there is a cheat to make them all appear: debugging when you have t

130 Replies 352,829 Views

[quote]I agree GW, we have an old rose bush in our yard that the base is a woody trunk 3 to 4 inches in diameter. Swords really are not designed for hacking your way through a hedge made up of such plants - halberds and hand axes might do a good job of it, but I would not want to even hack down that single bush with one of my many swords. It would be a real chore, and a thick wall of such bushes would indeed cause a significant hindrance imho[/quote] I concour: considering that it too

40 Replies 29,721 Views

Do you know if he deliberately changed his name or if his parents actually named him that not knowing about the comic?

42 Replies 154,786 Views

I'm mostly optimistic about ∞ research, but then, there's something to be said for the feeling of accomplishment you get when you can finally say "I know everything" and drop that slider back down......

130 Replies 352,829 Views