Zard0z

Zard0z

Joined Member # 3426706
15 Posts 58 Replies 587 Reputation

I suggest it to be OK if the manual will become irrelevant. I mean, we want some aspects of the game to change dramatically, and if the changes do not comply to what printed manual says (I do hope there is a printed manual, expecting my box in a month or two), then duck the manual, I suggest :)

17 Replies 13,218 Views

[quote]You dont have a payed subscription, it just means that Stardock commits to at least one year of updates to the game. Which is different to most publishers that plan for one update and then be done and start working on other games.[/quote] Does it mean support effectively stops not before last purchase date + 1 year?

17 Replies 12,480 Views

Just thought, merging units into formations on the fly would be cool. Like in GalCiv2. I keep wondering why so many features from it are in the game, and are implemented only half-way.

3 Replies 4,372 Views

Absolute Games: http://www.ag.ru/reviews/elemental_war_of_magic 58/100 Ending of the review (my translation from russian): ...truth be told, combat is very boring. Seems like the tactic battles that were missed by many in GalCiv 2 were added a month before release. Because of simplistic mechanics and stuoid AI, player easily eliminates enemies' more powerful armies. It's not amazing that Stardock is not in a hurry to let players

228 Replies 531,916 Views

As a developer myself, I see a very simple solution for early stages of mechanics change. For example, for AP instead of combat speed and separation of damage and toHit, make AI take into account, say, weaponDamage*0.5 + (avgApCost - waponApCost)*0.25 + (weaponToHit-avgToHit)*0.25, where only damage was used before. For bows range penalty, add another modifier like (avgRange - bowRange)*0.1 Or even better, calculate average damage wielder unit (or

106 Replies 264,021 Views

To developers: postpone the AI, make game mechanics reasonable and playable and feed us at least a multiplayer version, and then focus on your holy-cow AI I don't see much of I in AI at the moment, btw. And yes, fireballing fire giants in the first turn is a flaw that can not be fixed by improving AI. So please please please, decrease AI priority.

106 Replies 264,021 Views

I know, just wondering why "book 1" and why the ending movie looks like an intro to book 2. Also, I enjoyed campaign in GalCiv2. And this one was nice too - felt like "Fall from Heaven: Age of Ice" scenario for Civ4

3 Replies 1,723 Views

Just copy how it works from Civ4, space removes unit from queue of guys who want to move this turn, and if player changes his mind he still can move the unit for whom he hit spacebar

0 Replies 1,685 Views

Hey all. Is there a way to make all the control elements a little larger? Or can I have them all placed in some panel on the screen where missing an icon would not result in clicking in the game world? Also, event messages animations are very annoying. These all should be options in configuration, of course

0 Replies 3,028 Views

I second, faster/simpler animations option should be present. And few fixed camera positions would be cool too. Like "top-down", "isometric", "from behind my forces" etc. Also, I would like something in between "quick move" where units teleport to the new tile and the fully animated moves - so I could still see their path, like in any other strategy game (Civ, MoM). Also, why didn't you guys use all the options from GalCivs? I miss "always

40 Replies 24,287 Views