cephalo

cephalo

Joined Member # 3452458
34 Posts 465 Replies 1,142 Reputation

Another observation I have regarding tiles on the beta map is that sometimes they are placed on steep inclines, and it looks bad. You can sometimes help this by making individual buildings with extended 'basements' that go through the ground, or place the whole complex on an area of built up soil or stone that has a 'basement'.

73 Replies 127,251 Views

Ok, I wanna ask this question. I have seen on the game map that forests do not use a fixed tile layout, but the trees are placed randomly which looks great. Modders will want to do that too! In Civ4, forests and jungles were randomized in this way but the modders could never figure out how to do that, and so you often ended up with some very goofy looking alternative flora tiles with a very strong, artificial tiling effect. Please give us access to random model placement on a tile in

73 Replies 127,251 Views

Every time I have the opportunity, I want to mention that the tile editor would really shine if there were some simple random placement rules. That way you could have a 'Wealthy Baron's Mansion' that would be different from all the other wealthy baron's mansions. Or we could have 'Giant Mushroom Forests' that would tile in a non-obvoius way.

47 Replies 94,511 Views

I understand that when the system gets more developed that some quests should turn out more difficult than others. However, its not really a strategic choice whether to accept a quest based on no information. It might even be better to just give the quest automatically upon entering an inn. Also, why is there a noble estate in the middle of an uninhabitable wasteland?

4 Replies 1,115 Views

When the guy asks me if I want to do some quest, the only way I can answer that with any honesty depends on how far away it is. If it's on the other side of a big mountain range, or right next to a really tough monster, then answer is no. Why not tell me beforehand where the destination is, so I can make an informed decision? I hate to give a questgiver false hope. Quite unbecoming of the sovereign.

4 Replies 1,115 Views

[quote who="Frogboy" reply="38" id="2638003"] Quoting Tasunke, reply 37 Do they cost 0 mana because there is 0 gameplay effect to having a magical garden vs throne of skulls wasteland? Exactly. [/quote] Hmmm, in my opinion, that's a missed opportunity. There is fun to be had by making such things functional. If my throne of skulls wasteland is encroaching on magical bunny land, it should be something that is good for me, but non-optima

43 Replies 22,937 Views

[quote who="Anomander" reply="32" id="2637256"]Noooooooooooooooo lets leave the clutter out! I want great forest expanses, plains and mountains. Not a Fantasy theme park! [/quote] Uh, maybe I'm just projecting my own preferences, but I think most of us definately want the fantasy theme park! I think that part of the map emptiness comes from the fact that terrain types don't really exist. You have mountain, forest and open land. With more terrain types that have an impact

43 Replies 22,937 Views

It would be very nice if the tile builder allowed the user to specify a random chance that an object will appear and what model it will use. This would be very useful in many situations but especially so when creating tiles for natural terrain like forests.

54 Replies 98,164 Views

Turned based tactical battles sound fine, but I'm still concerned that the stuff on the strategic level is lacking some spark. I think some more attention could be payed to the magic research system. There needs to be more strategy involved in magic progression.

155 Replies 378,887 Views

"SimFantasy" is easier said than done I think. The closest thing you'll find to that is Dwarf Fortress , but that's been in development for 8 years already and is likely to take 20 more before it's close to finished. It is pretty fun however. I just finished a new world builder utility for that which I will shamlessly plug <a title="here" href="http://www.bay12forums.com/smf/index.php?topic=57428.0" target=

152 Replies 252,911 Views

[quote who="Demiansky" reply="97" id="2625693"] I had an idea awhile back where the sovereign would wander the Primal Plane of Magic in spirit form to gain mastery over the magics. That one hasn't been used, as far as I can tell. [/quote] Actually they did do something similar in Dragon Age recently. The mages get their power from the 'fade'.

152 Replies 252,911 Views

[quote who="Tormy-" reply="69" id="2625217"] Beta1 [alpha], was an engine test, nothing more. The devs are "monitoring" the ideas subforum, so you shouldn't worry at all. [/quote] I would say that it became that after it was over... now beta 2 must accomplish what beta 1 had originally set out to do, which was to 'find the fun'. Now that has to be done with 3D assets? Maybe I'm just confused about what the plan was. As it is we don't have a fun game to impliment. I sa

152 Replies 252,911 Views

What disturbs me about the process so far, is that for months I've been reading probably one tenth of the community's ideas and seeing so many really good ones, and all we have to show for this brain storming in beta 1 is really extremely standard stuff. There's a futility here that bothers me.

152 Replies 252,911 Views

[quote who="John_Hughes" reply="60" id="2625171"]This is not a jab cephalo, but what do you suggest? Hunting for the Herbs and seek out the lost recipes has also been done. Experimenting on peasants, perhaps. But that has dark connotations, and a Light side would have to available to the non-dark side crowd. Something new, interesting and unique is always the goal for sure but what? and how? always remains. If not Crystals, then what? A

152 Replies 252,911 Views

I too have always been excited by the goals of this project. To be honest, I'm a little disappointed by what we accomplished in beta 1. The only thing that I have seen that I really like alot, that really brings something new to fantasy 4x, is the unit designer, and that was conceived before beta 1. All that was accomplished in beta 1 was a whole lot of bug fixing that will probably largely be thrown out by beta 2. The purpose of beta one, as I understood it, was to p

152 Replies 252,911 Views

I have never objected to being forced to pay for a game I want. What disturbs me greatly about recent developments in the industry is the way these commercial schemes are impacting my play experience. Value that we used to have as gamers is being taken away from us. What do I get from Steam? I'm sure that Civ 5 will have 'Achievements'. This so that after a game of Civ, I can quickly verify that I am not history's greatest emporer, but in fact well below aver

47 Replies 21,701 Views

A big difference between MoM and MOO2 when it comes to different races is that in MOO2 you could mix races in your city, but your military units were always of your own race. In MoM, each city kept it's own race but then you could hire their special units from that city. For a fantasy game, MoM's method is very simple and fun.

45 Replies 111,948 Views

[quote who="Tridus" reply="2" id="2595432"]This is the right call, save games need to be solid before moving on. [/quote] And once you get this down, you can add an autosave, which will greatly diminish the damage done by the inevitable crashing that will continue as long as new lines of code are added. If I could just re-load after a crash, I might be able to play past turn 10. Then I can hope to contribute to the discussion of the game's progress. <p

90 Replies 164,013 Views

Good work on sticking with the beta so determinedly. I wouldn't have been able to discover all these issues because I get worn out and discouraged by all the crashing and restarting. I need a working autosave, or else I can't even begin to express how I think things are progressing.

15 Replies 19,441 Views
Reply to I won! :) in War of Magic

I've been trying to finish a game, but I haven't been that lucky. I always see something I want to click on and crash the game. I also can't remember to save my game ever.

16 Replies 69,866 Views

I wanted to build a pioneer, but I didn't have enough wood. Since I didn't know how to get wood, in desparation I double clicked on the red number next to the wood icon on the unit requirements info card, hoping something informative would happen. This causes a repeatable crash. http://pastebin.com/G2kKECez

0 Replies 538 Views

Moo2 was very cool in this regard. If you conquered a silicoid planet with no food you can take advantage of the fact they don't need food. So in effect you have two species mitigating their respective weakness and better using their strengths.

45 Replies 111,948 Views

It needed to be said. If you are going to have multiple races, you have to deal with the consequences. This was done smoothly and successfully in previous games. So far Elemental hasn't really decided if it want's to be Civ or MoM in this regard. Having one race simplifies the game design, but having two or three is the same as having 20. All the same design decisions must be made for 2 races that must be made for 20, and if you're going that way, you might as well have the full 20! In a

45 Replies 111,948 Views