That explains the twilight bees tile resource. :)
charon2112
As far as Brad's skill while playing...I don't mind. You don't have to be an NFL star to design an awesome stadium.
Singularity? I liked that one very much.
Well, I know that you can do that. But putting down cities in an empty world is way less fun. Exploring and discovering great future city sites seems like a thing of the past. I think this is all part of my bigger problem with Elemental, it seems like most of the effort is going into the magic, RPG elements, and the tactical combat...and much less into the empire building (which is--no surprise--my favorite). This is compounded by the f
[quote who="Dsraider" reply=" 1" id="2848947"]Probably just a bad game. Resources are rarer now but you can still find more than that in most games.[/quote] Resources are rarer? That's horrible, if anything we need way more resources. A problem that I'm running into is I don't have any desire to build more than my capital, because there's just nothing at all out there to make it worth building a seco
[quote who="joasoze" reply="7" id="2849264"]Yep, more quests, more monsters, more tech and more content in general...[/quote] I'd also like to see way, way more pre-game set-up options. More on par with GC2.
[quote who="Frogboy" reply="67" id="2848999"] Btw. The manual was rewritten for 1.1 and is included with the update.[/quote] Wha! *Zoom! goes to look*
Brad could take a dump on a CD and I'd buy it. [e digicons]
Many many times I have watched monsters and NPC's just stroll by each other and not attack, then the monster makes a bee-line and attacks my unit. NPC's should definitely have to deal with roaming monsters just like I do.
Wow, as soon as I started my new game, a wolf with 28 hp appeared right outside my capital. Isn't this huge for an early creature? My sov had 14 hp, and was no match for him. He huffed, and he puffed, and he kicked me in the balls.
I kind of wish that it wouldn't spawn things that your faction can't use. In a recent game, playing kingdom, a warg resource, and later a darkling resource spawned right next to my capital. Maybe they could change the game so I could build on and harvest those things (but not use them) and then sell or trade them to an empire faction. [quote who="Ratatosk7" reply="1" id="2844106"](below assumes you are participating in Beta too, 1.09a etc) <
I have no ZOC border when I zoom out to the cloth map. Was that always this way? I created a new Sov, and I don't see the war staff in the available equipment, was it removed?
[quote who="Frogboy" reply="7" id="2843821"] I do lots of tweaking to the AI with each build but we don't publicize the specifics since AI strategies are highly confidential. For instance, in last night's build, the AI unit work should have been noticeably better. In tonight's build, players should notice the AI isn't quite as quick to go to war with you and are much more willing to target each other.[/quote] Thanks Brad, one question...do the AI ch
I agree with the OP. I think part of the problem is that terrain doesn't really factor into city placement because terrain tiles aren't used by your city unless a resource is on them. In my current game, I have decent placement areas for two cities (ie: two clumps of resources), and no other resources anywhere in site. So where do I put my cities? Just in empty areas? I feel like I don't have decisions to make, it's just a matter of filling up empty space with ci
The way it is now, years fly by. My sovereign is like 100 years old... Weeks work very, very well in GalCiv 2. Thanks. :)
All of your suggestions probably could have gone in one thread, instead of creating several.
I love the music. I'd get the soundtrack CD if I could.
[quote quoting="post"]7. Pillage option upon city capture. There are downsides to city states or taking over cities in general. If you have a pillage option available upon capture you can then take possibly take slaves, resources and gold back to your city as a 'booty unit' as such. [/quote] My idea for a booty unit is very different. :)
[quote who="Corbeaubm" reply="3" id="2841346"] ...and it's hugely game-deforming that they cheat to get them. It's just Not Fun.[/quote] I agree with this 100%. Someone email this to Derek.
[quote who="Glowing_Ember" reply="9" id="2841304"]edit: oh I originally wanted to say: There was some info that stated how much to hire a hero ? Wow. I was always grumbling about his to myself. Can we have this as a floating window above a hero on a mouse over plz ? something to that effect would be nice.[/quote] If you left-click a hero, and the 'recruit' button is greyed-out, you can hover on it and a tool tip will tell you how much it is to hire them. <
[quote who="Trojasmic" reply="7" id="2841296"]So what was the final answer? Did you catch the killer?[/quote] It was Colonel Mustard...in the Observatory...with the wrench.
I love the art on some of these spells. Do you have a guy (or gal) who just hand paints these in Illustrator? They're doing a great job whoever it is. [e digicons]\o/[/e]
something strange just happened. I noticed that an NPC farmer wouldn't let me talk to him, even though I had about 550 gildar. Then at 580, he let me talk to him because he wanted 580 gildar for his services! ...isn't that a bit high? And he had been wandering around the land since maybe turn 20, so he wasn't a late game NPC.
[quote who="_PawelS_" reply="12" id="2616103"]After reading this dev journal I get an impression that the differences between individual Kingdoms and Empires will be minor, so we'll have only two really different "factions". It's not much, but I guess more of them will be added in expansions (and mods, of course ).[/quote] If they would only put this much work into making each and every "civ" different, instead of just two (kingdoms and empires), then we'd be rea