Satrhan

Satrhan

Joined Member # 3393530
21 Posts 520 Replies 948 Reputation

I don't mind the regular updates, but could you keep them backwards compatible? So I can update to 1.03, even if I still have 1.01 installed. Or maybe that is already done? I haven't missed either post-release updates but during the beta it happened several times, forcing me to do a complete reinstallation. Having the older updates remain available would work too. Which reminds me, is there any way to have the game installer not extract to the C drive by default? If you don&#3

64 Replies 140,691 Views

[quote who="Frogboy" reply="20" id="3272412"]Would you be willing to give up player designed units to have a greater visual variety in the races? [/quote] One of the drawbacks of player designed units imo is that it allows you build mostly the same units no matter what faction you are playing. This might be realistic; the factions are basically just differently hued humans, why wouldn't they copy effective combinations? But it does remove any sense of cultural identity when you ca

86 Replies 279,123 Views

Heavenfall (and other modders), are these production rules still hooked up? I found the CityResourceEffectDefs.xml, but I couldn't find the xml files where they were used (so a tag that calls those CityResourceEffectDefs).

16 Replies 19,848 Views

[quote who="enoeraew37" reply="76" id="3270886"] oh can we call it a new years update..since some people not mark xmas on their caladar[/quote] For f*ck sake, you really want people to dislike you don't you? 'Look at me, I'm a muslim, I don't celebrate christmas, please don't mention it around me'. Even if you don't celebrate it, I doubt that there is anyone in the western world who doen't know when it is. And no, you can't ca

213 Replies 764,790 Views

And what about the two factions that were in Ewom but got cut early on? Yoren for the kingdoms, not sure what the empire faction was called. Anyone got a good idea what would be thematically fitting builds for those factions?

13 Replies 15,779 Views

[quote who="SD_Zebrafox" reply="40" id="3267036"] do you ever kill people with your champ. because i dunno arent there commandments or something that say you cant kill? [/quote] That one only seems to apply when it's convenient..

185 Replies 533,065 Views

[quote who="Fistalis" reply="16" id="3264795"] Not so much, we just don't want the AI to be basing its whole gameplay on specifically crushing the player as soon as it can. I've always thought that the sweeping goal for the AI in these games SHOULD be survival.. but game designers are stuck on this kick where the sweeping goal of the AI is to win the game. Playing an AI that acts like its playing a game just isn't fun for some people, me among them.[/quote] Coudn'

31 Replies 35,815 Views

[quote who="Lord Xia" reply="25" id="3264580"]God, I hope they start from scratch and say fuck all those poorly written books.[/quote] I quite enjoyed the Thrawn trilogy, even though it has a few flaws. But I could see that adapted into a movie trilogy. Beyond those I haven't read much EU books, but judging from some wookieepedia articles I haven't missed much. There would seem to be a few interesting developments, but a lot of the books boil down to introducing a new

104 Replies 221,677 Views

[quote who="Fistalis" reply="47" id="3261063"] Now you're just being obtuse.. ask Mr. Shafer how much flak Civ V got after release for its AI (among other things). People were calling for his blood(among other body parts). The same issue with the AI is here. Its playing the game as a player, not being an immersive part of the game. It goes out of its way to break Immersion. It has very little to do with the difficulty and more to do with its playstyle. "Hi, my

54 Replies 174,711 Views

[quote who="Derek Paxton" reply="6" id="3258137"] I didnt think about sharing the tile designs for other players. I can see how it would be frustrating for a player to make a tile design with pedestrians and not be able to use it himself, or even test it in the game and see what it would really look like. But I can see how it would be nice to be able to create them and share them with others. Being able to put pedestrians in those tiles is pretty cool. I'll th

9 Replies 10,119 Views

[quote who="Derek Paxton" reply="1" id="3257975"]We save over 200 meg by having them disabled. I don't think it would be very good for general players to have them create a tile design with pedestrians and then not see them in their game.[/quote] I doubt general players will bother with creating and implementing tiles. That is more the area of modders. I am thinking of doing a mod that requires quite a few new tiles, and without the pedestrians I can't really finish thos

9 Replies 10,119 Views

I have a 32bit system, so I know pedestrians are disabled. I tried the tile editor last night, and as I had feared pedestrians don't show up there either. Designing tiles becomes a lot less appealing if you can't place people, animals, or monsters.. Is it possible to enable them in the editor? Or better yet, in the game as well (how much memory do you save by disabling them anyway?)

9 Replies 10,119 Views

I usually play the campaign too. If a campaign is properly designed you get to see most of what a game has to offer, often with a nice story, good maps, and a bit of challenge. Sandbox games usually lack the story element, so they seem a bit, whats the word, pointless? That being said, I can't begin to guess how many games of CIV I've played [e digicons];)[/e]

23 Replies 11,451 Views

I hate to say it, but I wouldn't hold my breath. In the '3 days to release' thread you could see the four tools in the workshop, the same ones that came with EWoM. And from what I could tell from Brad's video the tile editor had not been improved beyond giving it a FE-ified UI.

19 Replies 10,781 Views

[quote who="LNQ" reply="32" id="3253771"]I think 75-79.[/quote] That's what I think as well. The three different components of this game (4X, RPG, and tactical battles) aren't integrated well enough imo to give it the bump into the low 80's score. Beyond that, the game just lacks certain elements that could get it a +/- 90 score. Things like siege battles, more compelling factions, gameplay that doesn't bog down to everyone is at war with everyone, more interesting eco

124 Replies 320,160 Views

[quote who="dangerlinto" reply="55" id="3251641"] The problem, as I see it, is that mountains can't be crossed because there are no flying units and you don't have boats (or swimming units) yet the game insists on using lakes and mountains as internal terrain. Either you accept that you will continue to have this geography, and make lower terrain and raise terrain as accessible as it it now or you re-write the mapping code to not use mountains and internal bodies of water.<

60 Replies 237,839 Views

[quote who="Tuidjy" reply="30" id="3251241"]I am sure that I am in the minority, but I have to say that I hate this. Magical energy necessary to change 100kg of dirt into mud: 8 Magical energy necessary to raise thousands upon thousands of tons from the bottom of the ocean: 5 Terraforming spells should feel epic, and at 50 mana they barely did. At 5 mana, they are a gimmick. Oooo, see how we have unreachable areas with goodies. Oooo, check ou

60 Replies 237,839 Views

Interesting experiment BlackRainZ, even if 20 guys per unit is the limit of what can be shown, it would still increase the scale of battles almost threefold. Unless there is a way around the 9 unit per army maximum? Could you post a few screenshots of what you have so far?

46 Replies 28,482 Views

I'm a bit saddened to see the attack and defense penalty in hostile lands return. It feels completely artificial and, like StevenAus pointed out, doesn't really match Derek's own criteria for good game features. It just shows that what this game realy needs is a propper siege mechanic. If not actual siege battles (with walls and siege engines) then at the very least a simple delay between starting a siege and fighting the battle (the length of the delay depending on factor

357 Replies 610,941 Views

[quote who="Heavenfall" reply="331" id="3243761"]It's a way to promote constant use of items and give them a little bit of personality by allowing them to grow in power over time instead of being static in values. It wouldn't be done for every single one, just a few items where it fits.[/quote] Sounds like a great idea. I agree it shouldn't be for every +1 dagger you find, but it would be nice to get a little more service out of some of the more interesting items you find.

1,118 Replies 2,452,552 Views

@CogBurn; True, it doesn't address that, but I wasn't trying to make a suggestion that would fix everything at once. It is something that could help, if implemented along with some of the other suggestions made before. Balancing heroes with troops is something that really should be nailed down before the game is released. Although to be honest, I'm not sure if it's even possible right now with the current game mechanics to have them both balanced against troops, each other, mo

150 Replies 537,594 Views

[quote who="Heavenfall" reply="137" id="3242853"] Taltamir had another excellent idea a bit back, that cities could be able to remove injuries from heroes after the city built certain improvements (if I remember right). It makes for some target goals that you can invest in, in order to boost the heroes (keep them useful even if they die). It is a bit more flexible because we could move a hero to a certain city with the right improvements after we suffer an injury. [/quote] H

150 Replies 537,594 Views