jpmcconnell

jpmcconnell

Joined Member # 3645301
20 Posts 110 Replies 10,830 Reputation

Has anyone had the chance to play the demo for paradox's new warlock game. It looks pretty interesting, and I have to say that just based off the demo it seems like a pretty good game. How do people think its going to compare to FE?

6 Replies 34,944 Views

[quote who="Bellack" reply="54" id="3129575"] Quoting louist, reply 41 Quoting wbino, reply 25 Are these realtime ? And who recommends which? None of those are real time. Of them, I reccomend MoM, AoW 2 the most. Dom 3 and CoE 2 are (IMHO) great games, but some people don't like them. I'd try out the demo for Dom 3 and the free release of the original CoE first to see if you like either of

69 Replies 147,665 Views

[quote who="Mmrnmhrm" reply="1" id="3068265"]OK, I'll bite. You say AI can't use it. Can't use what? What do you mean by unit diversity? There are units that move slow. There are units that move fast. There are units that do cutting damage there are units that have magical equipment there are units that are ranged there are units. What do you mean? What is meaningful terrain? I don't mean to suggest FE is right now the perfect

2 Replies 8,368 Views

Simple question. Complex answers. Yes/No/Sometimes/Possibly and why. I will go with sometimes and possibly. Sometimes. I like the early game. The world is much more diverse and interesting that WOM. However, it ends way to soon. After a little while all the random monsters are dead, the world is populated, and its back to feeling like WOM again. It becomes a slow grind far too soon. Possibly. The game has good building blocks and has great po

2 Replies 8,368 Views

But what other things can a city build if not troops? In civ the other thing is always buildings (or wonders). It isn't until the very late game, the point in time at which the OP says he isn't really having fun anymore, that you start getting every building in every city. In the mid game of Civ IV you almost always have a tradeoff between building troops or building additional buildings that will help your city. And which building to build is a huge decision in itself

64 Replies 161,104 Views

[quote who="seanw3" reply="10" id="3062432"]But you can change the personality of the AI for each faction in that game. You will be able to tweak the AI in this game to an unheard of level once it is finished. Right now, if you care to look at some XML, you will see that you can make an infinite number of difficulty settings and have them shown at the starting screen. It just takes a little modding know-how. So make any kind you want. [/quote] The

53 Replies 38,176 Views
Reply to Some concerns. in FE Beta

Solve one big problem and you wouldn't need to worry about having random respaws and such. The problem is that the world is completely civilized far to fast, and after that there's nowhere to explore. One of the things I found most fun about the Fall from Heaven mod for civ was the fact that the empires on the map almost never ended up occupying all the land available. There were always wild islands or remote jungles you could send your hunters off to to try to find that last

26 Replies 19,185 Views

So I've laid out a more complete opinion on some initial thoughts a few posts back but here's the gist: 1. Faction differentiation. They're all still boring with no real noticeable difference. 2. City development. I'm still just building everything. Only real question is in what order and even that doesn't seem to matter that much. 3. Meaningful terrain. The terrain yields only matter at city placement. Other than that terrain is stil

29 Replies 16,467 Views

+1 to the original poster. These are some great ideas. As I've said in a couple other posts, I'm all for giving more and more meaningful ways of interacting with those 4,3 3,5 6,2's scattered under your city. I don't really care how its accomplished, I just want something meaningful to think about beyond just initial city placement.

20 Replies 27,921 Views

[quote who="seanw3" reply="4" id="3062366"]I dislike having to micromanage all the land. I never liked that par to Civ games. And the autoworker function never got it right. I like having meaningful nodes and the grain/material system. It is much less to manage so I can get through a turn quicker. Land decides what improvements I can build, how large a city will become, how much research I will get from that city, how much gold and other resources I will get as well as how quickly I can produ

5 Replies 29,161 Views

[quote who="seanw3" reply="3" id="3062320"]I am working on 300+ quests right now. I think it is a good place for user created content. My theory on quests is to have several with the same opening, but clicking on an option will have a different result. That way instead of Accept/Decline, we get a series of Risk/Benefit options. Hope that makes things more interesting for you guys. [/quote] I agree, there is huge potential for user generated content here. The problem is

29 Replies 16,467 Views

Why not simply have two different sliders? One for AI intelligence and one for AI bonus. Give us the option. If we want to play against the smartest AI brad can come up with but with no bonuses then by all means let us. If we want dumb AI but huge bonuses let us. This seems like such an easy and obvious fix that I'm amazed that its included on zero actual games that I can think of.

53 Replies 38,176 Views

Then this is definitively not apparent. But the broader complaint still stands, after you place your city down you never really interact with the terrain in any meaningful way again. Whether that initial number was just the yield from the one square or an average across 9 doesn't really matter. The big thrust of the suggestion is for the terrain to drive some sort of decision making beyond the initial selection of city location. Take civ for example. Terrain drives city

5 Replies 29,161 Views

[quote who="seanw3" reply="3" id="3062267"]You seem to be under the impression that the cities only take resources from the tile they are settled on. In fact, resources are taken from the center tile and the 8 tiles that surround it. The number you see as the yield is the total amount a city will gather from being built on that tile. [/quote] Hmmm... Didn't realize this was the case. If it is then it definitely isn't apparent. But the criti

4 Replies 29,994 Views

I'm pulling this topic out of a post I made earlier because I want to expand on it and get a few more comments. Terrain is still relativity meaningless. The grain and resource addition to city placement is cool. But ultimately its only interesting for about 5 minutes each game, when you hover your mouse over the "settle" button to find the spot with the highest yield near whatever resources you want to grab. It needs to be dramatically expanded upon or it will remain jus

5 Replies 29,161 Views

1. Factions still don't really seem to be very diverse. Slightly different starting tech, plus a couple 10% bonuses or non-raidable caravans does not diversity make. Here is what you need: - Many, many faction specific traits for units, tie these unit traits to faction wide traits so you maintain the ability to customize. For example, pick the "Powerful" (trait that makes the trog race unique) faction trait, get a bunch of unit specific traits like "brawler" or "heavy hitter" all

4 Replies 29,994 Views

Get rid of it unless it serves some gameplay function. Currently the only real effect of building placement is so you can sprawl out your city to 1. Give you instantaneous movement from one end of a city to the other 2. Bring resources into the protection of city walls No other reasons or gameplay effects, and in my opinion both of these are just cheese. Seems like having an iron mine inside your city should not be an idea situation, but in FE and EWOM that is exa

64 Replies 72,983 Views

Agree with the OP 100%. The caravan system is a mess and has been since the beginning. I would like to see a much more civ like method of building both roads and improvements. Have some sort of worker unit that can build roads between cities that's also required to build improvements on resources. Model trade routes automatically, as soon as the road is completed caravans just start moving between the cities and are open for pillaging, but they're not user buil

56 Replies 157,721 Views

I remember Brad saying something about automatic updates to the XML as they add content. Thus you might find your changes unexpectedly erased or changed at some point in the future.

9 Replies 7,395 Views

I think I pre-ordered the game by about 2 days, but still haven't received an email. Any chance i'll be in the first round? or will I have to wait a week?

115 Replies 148,300 Views

Also, one thing that I'm really hoping for, and this may be somewhat of a pipe dream, is for the nations in the game to eventually get to the level of civilization at which you can build those awesome monuments you see in the destroyed wildlands. We see massive monuments and impressive walls stretching across the map, it would be pretty cool if eventually the player was able to plunk down those monuments and continent spanning walls within the game and generate

44 Replies 99,621 Views