I'm playing Deus Ex through right now. Just left Hong Kong. Awesome game. To call it non-linear is a misrepresentation. It's more, linear but with many branches which lead to the same point with a different outcome. Consequences arising from characters you kill/save may pop up later and change the story a bit, but the overarching plot and the levels are the same. Also, OP - emergent gameplay isn't what you've called it there. Emergent gameplay is where something the devs never thou
HuaynaCapac
I agree with the entire OP apart from the 200 spells. I think 100 is a nicer number, there's enough that you don't instantly learn them all but not so many that it'll take too long to learn them. Bonus DLC and expansions can add more so we learn them as they arrive. I'd even prefer it that way.
Exact same problem, Radeon X1950.
[quote who="Andorfiend" reply="113" id="2656954"] This is why I like turn based games. I do not want my time/dexterity/attention to be the key resource in the game. Dom3. ... I love that game. Yes, it has one hell of a learning curve, but it also has such an information rich interface that you can learn everything about it. That's key, I think, in any game that models that kind of complexity. What, afterall
I can appreciate the goodness of this feature, even though I'd never benefit from it, not being a fan of MP TBS, but I can see it having problems with how the AI is coded, if it builds up its knowledge brain from turn one.
[Crash] Reproducible Crash from switching to desktop » Forum Post by HuaynaCapac yea i got the same thing until the latest one, still happens sometimes though. Also sometimes I come back and I can't see any buildings except those which are placed after tabbing back in.
I've played a couple of mineless games too. Have you tried playing with the map size/factions?
[quote who="SavageBananaMan34" reply="12" id="2658385"] Quoting Frogboy, reply 10Adventuring does have dungeons but they operate like Inns. You don't leave the strategic map. Rather, you get more involved, more interesting quests. Is the plan to add explorable dungeons in an xpac or is that out the window? [/quote] I'm fairly sure that mods will be able to add something like this in.
[quote who="Tridus" reply="25" id="2655357"] Quoting Xtropy, reply 19 My only concern with something like this, as I said in one of the other half-dozen threads on this same topic, is whether there is ever going to be a time when you are _not_ going to want to take advantage of this adjacency. If you build an officers quarters, like in your example, is there any reason a player wouldn't want to put it next to their barracks? If it's always the obvious choice I'm not sure what
Nice, 2A has fixed this. I still crash after ending a turn, after alt-tabbing back in, but this only happened twice, so it seems a lot more stable.
+1 for everything OP said. Particularly the micro of building the city and stats points. I hate the stats decimal point system. Everything should be a round, rounded number for the purposes of both mechanics and display.
Why not just one turn = one season, 4 turns = 1 year?
If it doesn't automatically rearrange then it'll be a farce to plan out a city. Also for the AI.
We're not arguing about Hex vs. Square. We're arguing about Hex vs. this: Where the grey squares do not allow a change of direction and cost 0 to move through. Because of diagonal movement, 'squares' are nonsensical and less tactical for it. Consider this: To completely surround a single tile in a squares-with-diagonals grid, it takes 8 mo
I like option 5 if it doesn't specifically separate the player. So if the player's lagging behind a single AI who managed to take off, other AIs will want you in their pact too. Actually, this brings to mind a greater problem which I've not considered before: Two-way diplomacy. Diplomacy in reality involves meetings of more than just two countries. If there would be a way to propose a 3/4 etc. way pact it would be good. Don't know how feasible this is at this
I like the idea of rain in game a lot. Like Total War where as the attacker you can wait at the start of a battle 3 times for the weather to change. Weather magic would add to this.
for 1) go to the options menu an adjust the scroll speed. I set it to around 200.
Maybe we should have a single thread to report bad grammar or spelling mistakes. I've noticed quite a few misplaced apostrophes.
If I alt-tab to desktop or another application at any point after having started the game, upon trying to switch back to it it'll crash giving a window saying "DX Error: Invalid call". Have reproduced many times, pressing ESC for the menu before alt-tabbing doesn't affect it. Radeon X1950 Intel Q9550 Windows 7 <
Stardock should make their own version of DF. With real graphics and a good UI.
If AI's programming is left openly accessible so modders can help improve it post release then it'll end up being good either way.
[quote who="Nathikal" reply="75" id="2624680"]above[/quote] I like it. The entrenching sort of system I like too. Like how spies in GalCiv and Empire:TW achieve levels of infiltration higher the longer they stay there.
I love the idea but I can see it taking up a lot of programming time - and processing if they each have their own AI. I'm trying to think of a simple way to code it in without using much of either. Lairs You'd have lairs, map locations. The creatures live there. You assign it a population value P and a growth rate G. Then for each different type of creature you assign a 'strength' value S. For scary beasts
I really like the ideas in the first two posts. If you're playing warlord style your sovereign is going around gaining XP from battles. If you're playing domestic style your sovereign sits in his cities making decisions and helping to better run the empire. I think the way to distinguish them is to have different rewards for level ups. If your guy's XP is from battles, he only receives rewards/level up choices which would he
I see what he was trying to get at - "evolves irrelevant of whether the player is in the game or not." I think the key to the 'living world' feeling is seeing non-player actors in the game interact independent of the player. That's the flaw in many RPGs and strategies: The AI doesn't feel like it's playing for itself. It generally feels like a game equivalent of The Truman Show, with the AI acting out a script for the player. From the Elder Scrolls to Total War, many games are gu