[quote who="Quoting Frogboy" quoting="post"] Nowadays, most companies just license their engine from Gamebryo (Civilization V, Oblivion, Fallout 3) or the Unreal engine. You are now seeing why they do. [/quote] Although the point still has merit, Civ V actually has a new, completely in house developed engine. Gamebryo was used in Civ 4, but in interviews they stated that they wanted many features that they didn't feel were possible without doing it themselves. It wi
SnakePL
[quote who="BoogieBac" reply="123" id="2743265"] Truly random maps are defiantly in the pipeline. We figure there are around 80-100 man-hours left to get them up to speed (they were working pretty well at one point, but got messed up along the way, plus we need that stamp intergration, ways to ensure players dont start in blocked sections, etc.) No fears, we're not ignore it...just trying to get some other items hammered out first.[/quote] BoobieBa
There are many bug, polish, and system issues which I could list here, but there's only one problem i don't see being addressed currently by the team and will focus on instead. For me, the biggest issue is the giant gremlin in the room [e digicons]:troll:[/e] . It's the thing on your list of improvements that many 4x and stardock fans really don't understand: "- More Maps" As someone else has already said above, <strong
A lot of people have already shown some of the numbers problems with balancing INT and Def, but there is a more fundamental gameplay reason why this should not be done: The critical balance between Might and Magic. A hero who puts all his effort in to upping his might should have a vulnerability to magic, an area he has neglected. Likewise, a hero who has put all his effort in to his spellcasting is, well, extremely squishy. [e digicons]x_x[/e] [e digicons]