[quote]In my point of view, there should be no dependencies to special ressources. I hate it in CIV IV when there is half of the unit types I cannot build because I don't have horses. Which mean that special ressources should give bonus.[/quote] I kind of like this in CIV 4. It added an aspect of realism. The Indians did not have horses when the european nations came over - big disadvantage. The examples could keep going on and on.
TatertotEatalot
I don't get this twitter thing. Who cares?
I like #1. Hardcore is always the way to go in games :)
BLeh, Crusader got to it before I did. The items are just a way to get you to preorder the game. You probably get something better in the game within 30 minutes of the game. As for the game play content, I think I'm going to wait for the "gold" package as CrusaderScott mentioned, because you know there will be on :P.
Society http://www.societygame.com/index.aspx?c=1
Impulse gets some special item. Who knows, doesn't matter anyway since you can ALWAYS get the other items one way or another.
Why not impulse?
banned for using 2 points
I'd just like to see some made up creatures that have never been created before. Make Elemental a game with a bit of uniqueness of it's own regarding creatures of the land. Maybe we can just mod it :). I'm sure we can all be creative enough to come up with some good ideas and designs! As for what I would like to see. Some type of rock-like creature with six legs which can be retracted in so that the creature can roll towards its
Force of Nature would own chuck norris
banned for posting
Banned for banning a ban that has two bans into one ban.
Civilization 4 also has the ability to see if you can reach a target and how long it would take before moving as well. It would take no time at all for the user to calculate how far he would be able to move, that would be just plain dumb. As for the 'bizarre pythagoran-based system' being hard to implement, give me a break. It does not have to be a system where it is in multiples of sqrt(2). If you don't have the distance to trave
I figure if the sovereign dies, the empire splits into a few neutral factions, kind of like the neutral factions in GalCiv2. You are not forced to conquer these people to win, but if your looking for more land, they you can.
I'm thinking we need warehouse buildings to stockpile resources and such. It is this value that will be used when constructing units instead of a requiring to have access of the resource at that time.
As for the random number generator deciding the outcome of the game idea: Just Don't get your sovereign into a situation where he can die. If you happen to get in that situation, it is the players fault. The only decent argument I can see is the ability of an AI using the sovereign.
I think if you don't have the resource, you should severely be limited in building the unit of choice that requires that resource. Sure you can scavenge a bit of it, but if you had a deposit of that resource it would be in abundance. I like alot of different types of resources. It makes trading and such much more pleasant. I'm also on the bandwagon that cities farther from the resource do not benefit from it as much as a city right next to it. M
"The problem is that doing something like this makes diagonal tiles "safer" than horizontal/vertical tiles. While it adds to technical realism slightly, I'm not sure the gameplay impact is worth it." It should be safer, it is a longer distance. Take these two scenarios (say movement cost is 2 per tile, and your army has a movement speed of 6.): ************************************************************************************************ Sc
As of right now in Elemental, it cost 2 movement to go horizontal, vertical, or diagonal on flat land. More for other terrain obviously. What could be improved upon is the equal movement cost of going horizontal or vertical compared to diagonal. In our case with normal terrain, it cost 2 movement to go horizontal or vertical. However, it should only cost sqrt(8)=2.8 move diagonal. It is a farther travel. So for the mat
I like the idea if your Sovereign dies, the game is over. However; there should be defensive spells to auto-protect your sovereign should you want him to use the spells. Maybe your enemy turns the city the Sovereign is located into a volcano. The whole city is literally destroyed, BUT your Sovereign still has a ton of essence left, and uses it to create some sort of barrier around him to protect him from death. This allows him to escape, but the
I hate teleporters. I just can't see an AI using it effectively. Just my 2 cents. Hope that helps [e digicons]:grin:[/e]
well now you can't use the excuse to Thrawn2787 that you never received his friends request if you reject him!
The only problem I see with this post is "In Will Wright’s PC masterpiece, Spore." Other then that, congrats on getting EA, no matter how much I hate them. Should bring in some money.
That is one hell of a sale going on today! Thanks!
Very cool, I own an AMD though.