[quote who="Sethai" reply="31" id="2821442"]the problem is not that players spam settlements to grab resources. it's that all of these settlements end up growing at the same rate, largely regardless of how many are built. everything ends up becoming a huge city eventually, which was not how the game was envisioned. there were supposed to be a few large cities with additional client farming villages or mining towns that did not end up becoming cities and sprawling over the map. <br
cpl_rk
Well, I think the city building aspect of this game is minimal at best. Like I said, it seems to me the game wanted to be a city builder like civ, but only got 50% of the way there & they didn't get the balance right as far as costs vs upkeep. Personally, I'd like a good city builder in this game (100% instead of 50%), but only if they get the "balance" right. That's just my opinion. Right now, I just want them to improve the AI & T.battle side of the game, as that's w
[quote who="Trojasmic" reply="29" id="2821427"]Where do I start? ""This is a 4x game and one of the Xs is for eXpand." If you want to expand with city spam, go play Civ 1, 2, 3, or 4. [/quote] Ha Ha, Boy, are we opinionated or what ??? Players must play with my toys as *I* say or get the hell out've my playpen [e digicons]:rofl:[/e] [quote who="Trojasmic" re
[quote who="KingHobbit" reply="27" id="2821362"] We are going to have to agree to disagree. Spamming is a basic exploit in poorly designed 4x games. [/quote] I agree that we're going to have to "agree to disagree." Spamming is a valid, useful strategy in every well-designed 4x strategy game. In fact, it's a prerequisite as the second "x" in 4x. [quote who="KingHobbit" reply="27" id="2821362"] I
[quote quoting="post"]Seriously I cant believe sanitation research and hospitals were over looked! Granted they dont need to be super complex but there should be away to keep cities clean. For example having a sewer system/aqueducts increase prestige as the city is clean and people want to live in clean cities. Hospitals can also increase a city's prestige as well and should offer a tangible benefit like increased unit health when stationed in a city with a hospital. Of course this do
[quote who="gsitetfs" reply="25" id="2821360"]Quoting Cpl_rk "..In fact, that would be one easy way to balance spam in this game, if the wandering monsters were more efficient against pioneers. As of now, wandering monster are not a factor in city spam, and only a minor problem with caravan trade routes. ", That statement is very true when in single player, but when I played a few (only 3 or 4) times online, the MP game seemed completely different when it came to ea
[quote who="calmon" reply="22" id="2821326"] Well a fantasy theme shouldn't allow city spam in the same way like civilization like or even on space at all because there should always be an unknown/dangerous wilderness as a source of monsters and dungeons. Normally the time period in which a fantasy strategy game plays is way less long than a civ game. [/quote] Those wandering should make it very difficult to spam, not eliminate it. In fact, that wo
[quote quoting="post"]Doesn't the AI have enough problems already? Do we really want the AI to pay gold for something worth strictly nothing? [/quote] You can use it instead of money to buy stuff from the AI like crystal. It should be used also to effect AI relations, the lower the diplomatic capital the higher the chance the AI declares war. This should also be tied with game turn (the further into the game, the more capital you need & larger the cha
[quote who="KingHobbit" reply="16" id="2820903"]I think to some degree there is a disconnect between SD and how big some people view the city spamming problem is. *****notice I said some people---I have read where a few gamers truly enjoy the city spamming. I am not sure why but if you do, than the present form of this game is for you******************* [/quote] Exactly, *some* people. There is no disconnect because
[quote quoting="post"] Is CITY SPAM fixed in 1.1? Can I please get an update on this? [/quote] This is a stategy type not a game mehanism. Changing some game mechanisma like caravans & food might affect any strategy to some extent, but not eliminate it .. not that anyone would want to anyway, any more than anyone would want to prevent colonizing multiple planets in 4x space games.
[quote who="rossanderson48" reply="124" id="2820050"]Deep or Big I all for an AI like one of them ) Give me/us an ai that will make us cry and whine and scream because it's so HARD not because it's lame and so easy on its hardest difficulty. [/quote] Hier Hier [e digicons]:thumbsup:[/e] ... a weak AI doesn't work for me & will ultimately decide how long I stick with the game. The AI in this game needs a lot of work in several different areas. I'm
[quote who="Goldmos" reply="119" id="2819665"]Well, you must first research unlikely friends(spider), then Friends with pariden(or the fallen race dont remember but it's unlock the shrill), then the third race(drath) and after Dance with the dragon(dragon).I think you must have the Treaties unlock before beginning the unlikely friends research. For your information, Dragon cannont be made by squad, cost 1000 gold to create but have (IIRC) 70/70 and a true dommage attack that does around 72 dm
ZOC is typically used in games to represent a zone of control over locations adjacent to combat units, not (from) buildings/towns unless there's a combat unit in that town (in which case it's the unit, not the town, which exerts zoc). The OP is refering to zone of influence that is part of town' growth, totally unrelated to combat units or heroes. ZOC could've been used very effectively on the tactical level to define front/side/rear facings for combat squads & heroes. A hexagon t
[quote who="Phylast57" reply="22" id="2819251"] I remember thinking, 'this would be such an awseome movie if the studios did it right'. I don't recall that one. Sadly, the studios rarely ever get it right too focused on profit rather remaining true to a story, character development, or dialogue. Of course, that is a generalization. Lol, maybe Lord Xia could help with the dialogue! [/quote] I had to do a little research, can't leave
[quote who="Goldmos" reply="117" id="2819485"] Oh, you're not the bureaucrate type [/quote] I prefer to carry a big stick and not speak at all [e digicons]|-)[/e] just crack skulls [e digicons]:thumbsup:[/e] After all, war is just diplomacy by alternate means. ... of course, that dragon could certainly serve as one big stick, provided it could be gotten early enough into the game. What diplomatic tec
[quote who="Goldmos" reply="115" id="2819382"] Quoting cpl_rk, reply 114 The ergog egg, dragon thing is broken on my system, so I've never been able to use that dragon. Have you tried to recruit dragon via diplomacy? [/quote] he he, I usually don't get past level one diplomacy with caravans before switching to something else like military tech. I think the diplomacy tree is my least-used tre
[quote who="Goldmos" reply="113" id="2819292"] In fact, most dragon have true domage and ignore armor everytime and the spell act like the archer: everytime they will hit with full power. The only thing that will make that changed is the terrain defense. So, when you use your dragon (I dont know if you use them) and you use their special attack (firebreath if I recall correctly) you'll do the same dommage over and over and over every time. [/quote] It wa
[quote who="Gyb" reply="15" id="2818067"] Correct! I read them about the same time. The schict was he had leprosy and wore a white gold ring (and they called him 'half-hand'). He would black out in our "real world" and awake in the fantasy world, where far more time would have passed between his black-out periods. Leading to things like him meeting the child of the woman he raped. There was a lot of very, very screwed up fantasy in the 80's now that I thiink about it. Good lord thi
[quote who="Tridus" reply="111" id="2818487"] why balance for an existing (bad) system when you're just going to change the system soon anyway? i'd rather they got on with implementing something fun now instead of tweaking Attack values in a way that will quickly be made redundant in a few versions time? They're part of the same system. If you have a combat system that takes stats and then uses a RNG result along with those stats to determine the result, how
All you need is gold. Check gold every time for every city, it's the best choice.
magic tech will unlock all those amulets which can buff a guy up quickly if you have 2k gildar to blow. I think the medical pack is a very useful item: +5 health and +1 HP regeneration per round, can't go wrong with that. I don't know right off-hand which tech unlocks it. Horses are very useful if the game speed wasn't broken by them in Tac Battles.
[quote who="RogueCaptain" reply="2" id="2817896"]No that definitely wasn't what I meant. [/quote] You honestly can't expect any serious replies with that title for a thread?
[quote who="Bingjack" reply="12" id="2817959"]Bigby's Clenched Fist. [/quote] LOL Summon Rosie Palmer
[quote who="jstrebel" reply="11" id="2817774"]So far I like all these ideas, particularly the non-magic faction. Reminds me of the bloodguard in the 3rd chronicles of Thomas Covenant. I think the key point is we need some thing to differentiate one faction from another, something that makes each one unique. I just came up with the gator thing since the Tarthans are supposed to be the swamp people and there were gators in the original concept art. [/quote] Thomas co
[quote quoting="post"] We need more dick spells for 1.1 By RogueCaptain [/quote] You mean like dick cheese proliferation and smegma scattering? [e digicons];P[/e]