pigeonpigeon

pigeonpigeon

Joined Member # 3385796
6 Posts 1,493 Replies 20,350 Reputation

[quote who="Denryu" reply="24" id="2088453"]So it seems to me that you see the value of leadership, you just want it by default.[/quote] You're partially misunderstanding me. If tactical combat were not going to be in the game - if battles were going to play out like they do in GC2, where you have no control of the combat itself, then a leadership skill which improves your troops' combat AI would be a creative and innovative way of handling leadership. However, the moment you add actu

104 Replies 351,184 Views

[quote who="Denryu" reply="22" id="2088343"] So as seems to be hinted at, a high leadership skill would allow you to let a huge battle with 1000s of soldiers unfold with little or no tweaking from you because your hero is so incredible at leadership that it will be using the most effective AI routines and it will cover the entire force.[/quote] But the AI will not be as good as most players. And if the AI is only in control of a small subset of your forces, it will go take them a

104 Replies 351,184 Views

[quote who="NTJedi" reply="4" id="2088315"]Added the Stables/Ranches into the list. Setup Marketplace as the first economy structure and then the bank is an upgrade which appears as an extra building next to the marketplace.[/quote] I think a bank should be separate from a marketplace. Maybe a settlement should require a marketplace before a bank could be built, but I don't think they should be forced to be adjacent. My reasoning for this is that the city development is going to

27 Replies 102,248 Views
Reply to Trading Ideas in WOM Ideas

[quote who="NTJedi" reply="25" id="2087212"] For maps which will be expanding to sizes never before reached finding balance for teleportation costs will be easier than finding balance on a new trading system which has more variables and is significantly more complex.[/quote] Probably, yes. But at the same time I think in order to balance it they would have to do things that would feel very contrived and artificial. But enough of this - we aren't arguing the merits of the tra

66 Replies 213,879 Views

[quote who="Fenhiro" reply="7" id="2087926"] What would be nice if Stardock, in all of their wisdom, allowed us to make units with a Primary Weapons Setup (PWS), a Secondary Weapons Setup (if balance issues allow a Secondary Weapon Setup to work) or (SWS) and a Ranged Weapon Setup (RWS). [/quote] I am very much in favor of this. I don't think it would be unbalanced - for all the reasons you already gave. It would also require more time to train the units, because t

16 Replies 10,353 Views

[quote who="Campaigner" reply="12" id="2087427"] That's a big problem in Age of Wonders but if FC (Fast Combat) gives as good results as TC then I wonder what advantage playing out the battles will give. Makes me fear that TC will be too simplified ala Disciples 2 to make FC as powerful as TC.[/quote] Well Jonny covered this pretty well. There are two problems - the first problem is that the AI's strategy stinks in many games, meaning TC almost always is more favorable to the

104 Replies 351,184 Views

[quote who="love9sick" reply="11" id="2086778"]Somehow I don't see the universe escaping the bounds of logic, nothing has yet. It may seem weird at first once we get more answeres but it will make logical sense as we dive deeper into them.[/quote] Ah, but logic is based on what we know. It's based on rules of what is and isn't possible. We know so little about the first moments of our universe (ie, after the big bang), and even less about what might have come 'before' it (

141 Replies 1,074,742 Views

[quote who="GW Swicord" reply="8" id="2086671"]Fascinating. I feel like I'm reading you from the Myrror plane. I'm one of those very fringe TBS people for whom *battles* are often an interruption in what I think of as the flow of the game.[/quote] The only reason I don't think the same way you do is that in TBS games, I still get to choose when to start the battles. I can choose to fight at the beginning of the turn, then do the rest of the turn. Basically, you can order

104 Replies 351,184 Views
Reply to Unit Types in WOM Ideas

[quote who="kenken244" reply="20" id="2086695"]How would that work with downloadable content? If one person tags something as a "Demon" and another person tags something as a "Daemon", both of which are essentially the same, but one person has a "Destroy Demon" spell, which will not effect the "Daemon" units even though they are just slightly different tags.[/quote] Well, if someone is designing a spell that is meant to affect a specific type[s] of unit, if the type has several common

50 Replies 156,734 Views
Reply to Trading Ideas in WOM Ideas

[quote who="NTJedi" reply="22" id="2085853"]I hope for several methods of teleportation by midgame... if I wish to move 20 swords to another town instantly it should be possible, naturally with a balanced magic cost. Several simple yet flexible spells can be associated with teleportation where even if it's available during the early phase of the game its cost would be high yet research can increase its teleportation distance and reduce its cost.

66 Replies 213,879 Views

[quote who="NTJedi" reply="1" id="2085870"] One area which has me slightly surprised was hearing the technology trees were relatively small, but being optomistic I'm thinking gamers can expand on the technology trees and other areas using the Integrated Modding Environment mentioned on the home page. [/quote] They told us that the tech trees will be relatively small, but also very unconventional. Instead of "Iron Swords" requiring 100 research points to complete, the d

28 Replies 19,195 Views

[quote who="GW Swicord" reply="4" id="2086358"] My hopes that we'll have some 'true turn-based' option for tactical aside, I'm more curious about how tactical time/turns will relate to 'full' game turns. Will all the tactical combat happen during major turn processing, or will working through tactical battles be part of getting ready to click the big Turn button?[/quote] Oh I really hope tactical turns won't relate to 'full' game turns at all. I don't want to constantly be interr

104 Replies 351,184 Views

[quote who="BoogieBac" reply="6" id="2086089"]Note that, while we're shooting for some pretty awesome zooming capabilities, the scale on the main map has been heavilly abstracted. We think it works well, and you can definatly zoom out to the entire map, then in to see the leaves on a fern, but you dont zoom INTO the leaf itself.[/quote] Oooooo. I don't know whether to [e digicons]:dur:[/e] or to [e digicons]:')[/e] for joy. I'd love the game whether or not we c

69 Replies 228,844 Views

[quote who="love9sick" reply="9" id="2085567"]However, as I agree, you have not mentioned any end to the universe. Even a dark energy state is not the end. The end of the universe would require nothingness anywhere and everywhere...a term I am uncomforble with. I am a radiologist and not a astrologist but hey, I love this stuff. It is all theory though. Kind of like the parralel universes theory. We can only tell how far the universe has strecht

141 Replies 1,074,742 Views

[quote who="love9sick" reply="1" id="2085428"] Even prior to the big bang all matter was accounted for. In energy. The universe has no end. You know the saying "everything that has a beginning must have an end?" well there is no end here...no beginning either. The universe just is. It always was. Constantly changes form from energy to matter and back and forth. Big bangs happen on a universal time scale all the time.[/quote] I'm going to

141 Replies 1,074,742 Views

[quote who="Hackbar" reply="14" id="2085273"]IIRD there's a DnD setting called Darksun in which the use of magic drains the life energy of plants and animals, potentially creating an area where plants simply can't grow. This isn't entirely a deterrent to magic as much as it is making magic a trade-off. On the one hand, magic is as powerful in Darksun as in ordinary DnD. On the other hand, excessive use of magic in a given area will not endear you to the local population. There are even organi

16 Replies 52,431 Views

[quote who="landisaurus" reply="5" id="2085157"]What is a "knighs" (found in lower left of image)[/quote] Probably a typo of 'knights'. Just like it says "Fledgeling Drago" in the context bar at the bottom, instead of drago.

104 Replies 351,184 Views

This is a great post! It clears up a lot of questions, I think, although it still leaves some very significant ones (like what exactly you mean by continuous-time turns). And I agree with Jentz... It sounds like you're planning on the leadership ability to determine the quality of orders that the AI will give your toops, but that sounds like a bad idea to me. For one, it means that if you don't have good leadership skills with a general but don't want to deal with the micromanagement,

104 Replies 351,184 Views

[quote who="Mooster" reply="24" id="2084924"]If you ask me the age of the universe can be infinate, just because the big bang cuase this universe to exsist doesn't mean there aren't any other universe, we could be part of an experiment about the universe in another universe[/quote] But that's an entirely different question. We can determine the age of our universe separately from the age of some larger multi-verse of which it might be a part. So the existance of other universes or som

141 Replies 1,074,742 Views

[quote who="GW Swicord" reply="18" id="2084821"]Is anyone else reading from latest FireFox and seeing the table formatting die in the middle of Sammual's reply 14? This does not seem to be an instance of the FF bug re very long pages, and I get no display changes even when I reduce zoom well below 100. [/quote] Same problem here. [quote who="CapnWinky" reply="21" id="2084875"]The devs can promise what they're delivering... no doubt in my mind. The problem I see is the agg

28 Replies 19,195 Views

[quote who="Netaddict45" reply="17" id="2084748"] Seems simple enough to me.. make items, give them to people, train the people. Assemble groups into larger armies. There might be a lot of complicated relationships at work, but it isn't rocket science. It's a very simple, intuitive, process, that should be absolutely smashing. Compare it to, say, someone in Civ IV who is building trained units with the intention of abusing the experience and upgrade systems to create ci

28 Replies 19,195 Views

[quote who="CommanderAdama" reply="21" id="2084772"]ouch. pigeon..i'm in college right now, haven't even taken my required math course. What should i take, lol? [/quote] Haha, that's a tough question :P It depends on your math background and what you want to study, really... If you're intending to major in physics - and then continuing in the field, then I would personally recommend putting off fulfilling your math requirement until your junior or senior year and then tak

141 Replies 1,074,742 Views

[quote who="Zyxpsilon" reply="18" id="2084672"] I got my Mathematics degree in 1983, so enough already with your attitude and raging against anyone who doesn't share most or any of your opinions while you wisely insert personal insults just for kicks. I'm no professional either in *THAT* field as everyone knows diplomation doesn't automatically equal real permanent jobs in this world. I had to borrow my life away from banks at 23+% (trust me, i understand much about finance and accountin

141 Replies 1,074,742 Views

[quote who="Netaddict45" reply="15" id="2084689"]and the production method is a simpler approach than the usual production points.[/quote] What world have you been living in? The production method appears to be significantly more complex than the usual approach. The usual approach is, all buildings and units are worth a certain number of units of 'production', and each city/planet makes a certain number of units of production per turn. Once the city/planet stockpiles enough units of p

28 Replies 19,195 Views