Shurdus

Shurdus

Joined Member # 3694362
22 Posts 301 Replies 410 Reputation

[quote who="ChongLi" reply="81" id="2324814"]The religion mechanic in Civ4 is really lame. If they can't come up with a better mechanic than having silly expanding borders that wrap around a city and then take centuries to flip it, don't bother with religion. [/quote]Religion in Civ IV governed in a great extend who you would and would not end up with as buddies. Your religious block could really become a powerhouse if you could succesfully exclude members and pull in the right leaders.

109 Replies 215,801 Views

Scoutdog should be renamed lapdog! :P While I can see a need for consistency in magic I do not think magic should be taken apart like a car and then analysed until there is a logically closed system in place. In the end it would be very acceptable to describe magic as 'whatever power can generate essence or mana and whatever spell or ability costs essence or mana to use.' Therefore ghosts or phantom warriors and elementals and whatever gantasy creatures you can come up with need not b

65 Replies 135,098 Views

All this talk about MoM made me curious about that game since I never heard of it before reading this forum. So I got my hands on a copy and played a game yesterday. What an experience, now I am twice as exited about EWOM. :D

97 Replies 267,561 Views

So if stardock will elease the game later, can we then at least get a cheaper pre-ordered retail version in Europe? I want to pre-order but I do not want to pay 20ish euro's for shipping the box. I also do not want to order the downloadable version. If so then I would be very much in favor of releasing the game in august. If not it seems kinda like a stab in the back for those who do not want to buy the downloadable version. I mean what if the download service will stop in the near fu

252 Replies 595,362 Views

Agreed with Spartan. This game is all about gameplay and decision to be made. Games like these need no brilliant graphics in order to be superb. Look at Civ IV. That one is my all time favorite game, yet the graphics are simple and effective. This game will have it's in depth strategy and moddability and wide variety of tactics as a selling point. Graphics are not the major focus, even though they picked a nice style imo.

27 Replies 24,934 Views

[quote who="Scoutdog" reply="14" id="2323904"] I hope that it isn't one of those legal thingies you can't sign if you're a minor..... [/quote]Like any legal issues, his one you cannot sign if you are a minor.

32 Replies 21,848 Views

I Admire your patience for working out all that knowing fully well that most people will no read all that and that it will not get implemented. That being said, the system seems nice enough. I am curious myself how the quest system will work. I hope there will be a good amount of quests that remain fun over time. Even if the quests will not branch out they still may be interesting the fourth time, as long as you do not get the same quests over and over again. If there will be 100 ques

23 Replies 79,998 Views

[quote who="Scoutdog" reply="25" id="2318466"] Will the technology tree also include "fantastic" technologies I hope so. That would be great. What religions will there be and can you found your own?! I don't think there will be religions, but they may still put them in.... but they've been ingored so far, and generally that's a bad sign.[/quote]In a lot of games religion is a non-factor so how do you deduct a general rule in the first place?

109 Replies 215,801 Views
Reply to Citizens in War of Magic

Then again planning ahead is what makes these turn based games so interesting to me. If I can garrison troops at the very last moment then I can safely build buildins unles I am force to do otherwise. I think this takes away from the needed planning required to make these games succesful. If this means there will be a lag in building units then so be it. The way it worked in Civ IV was excellent to me. You could get units instantly for a price, or you could wait... Whatever suited you

28 Replies 22,059 Views
Reply to Citizens in War of Magic

[quote who="RisingLegend" reply="11" id="2319728"] Quoting Scoutdog, reply 10 Well, the anwer to that is either "as many as you have sowrds for", or "0", depending on whether or not there is a one-turn porduction lag as in GC2. I would love for it to be "as many as you have swords for", that would be incredible. The minimum of 1 turn, such as for drafted units in Civ, is getting old in TBSs[/quote]In civ you could either draft, rushbuy or whip a unit. With

28 Replies 22,059 Views

I cross my fingers and pray that this does not mean that the vanilla game will be bland and that modders need to really work their magic in order to make the game interesting.

95 Replies 205,817 Views

How many different resources will there be on the map? How will these resources interact? Are you considering allowing players to 'upgrade' resources - as in, will you allow means of transforming two metals into a metal that is better than either one metal that was used to create that metal? Where is the main focus of the game? I understand that the economy will be very simple - which is disappointing in my book since I take complex and rich over simple anytime. So sin

109 Replies 215,801 Views

Eh? Do you have some insights into the new economic model that I do not? Did they tell us what thenew model looks like? I thought they were still discussing the model internally and here on these boards.

130 Replies 352,603 Views

I lolled at the parents censoring your gaming habits. :D [e digicons]k1[/e] for making me laugh. :) My point was that there is no need whatsoever to discuss how useful pregnant women are in combat. I was also referring to the 'hardness of the boots' variable you mentioned... :P Even if your armies had a few women in the, I highly dout that SD would even think about what to do with them if they got pregnant. There is no need to go there, so they won't. Drafting women? Why? Is there a

139 Replies 263,874 Views

Indeed Spartan, that is a very good idea. This really makes it so that some techs can be good in one game but not in another one. Combine this with random techs appearing in games and I foresee a game that really lets you stop and think about every step that you will take. Good stuff indeed!

130 Replies 352,603 Views

Well not having played prg games is not going to be that much of an isue I think. I mean, yu played demigod so you know something about leveling and such - even though from a purist point of view one could argue that leveling is not needed for any RPG and it is not even what makes an RPG an RPG. The turn based minimap and such is going to be simple and straight forward enough I think. You will se what you can do and how to accomplish that soon enough. In my experience the documen

139 Replies 263,874 Views

INdeed, next scoutdog will tell us he sees a variable like the effectiveness of pregnant women in combat...

139 Replies 263,874 Views
Reply to Weapons in War of Magic

[quote who="Tamren" reply="4" id="2310523"]Well yes. In the end you can sum up everything to be a % chance per crossing. But what would happen if you countercharged the enemy so that they were stuck and had to fight on top of the dangerous ground? The problem with having a visible formula for per-step is that it would have so many different parts. Too much to expenct someone to take in all at once. And once its calculated you have to plug the result into a whole different formula t

70 Replies 28,034 Views
Reply to Weapons in War of Magic

[quote who="Scoutdog" reply="2" id="2310435"]Well, I could see a "boot strength" variable for equipment that decreases movement buffs...... but that would probably not be used by the player, because the amount of effort required to make them would be more than the potential payoff of higher speed that only works in certain cases. [/quote]This is pretty much the point where it becomes rediculous. You could then also correct the effectiveness of pikes of some sort for the angle that it sta

70 Replies 28,034 Views
Reply to Weapons in War of Magic

Tamren, I can see your point and I understand that there are, in reality, a lot of variables governing how many soldiers are affected by difficult terrain. However, what I am proposing is that all this is treated in a more simplistic, insightful manner. You describe into detail a system where there is a 25% chance per step to be affected by dificult terrain. While I do not opose a system like that - it seems sraightforward enough - I prefer a system that would just make this less comp

70 Replies 28,034 Views

Even then the scientists do not magically forget their work. Scientists not continuing their wok because they are dead is quite natural. Whatever may be of that, a good player will rarely lose cities, and even the average player will not lose cities that foten. Is there any reason in particular that makes it so interesting to discuss what happens to your research if a city of yours is captured? Why would it mater if the game handles this in a realistic matter or in some arbitrary abst

130 Replies 352,603 Views
Reply to Weapons in War of Magic

Of course is every soldier is treated like a seperate entity we will need some solution for problems like these. If this game should be 100% realistic there should be some solution for this as one slowed soldier can and will in fact slow 499 others down unless they leave the wounded one behind. What I am wondering however is why we would want a realistic approach rather than a more simplistic one. I greatly prefer the simplistic approach where thorns do not slow down individual soldie

70 Replies 28,034 Views

This whole discussion is just another example of lack of imagination I think. Why on earth is research localised? Why on earth should we lose portions of the research once the research site is captured? Maybe a slight setback can be ok sometimes, but it is not required imo. Why do you guys think the benefits of a tech are available empire wide once a tech is completed? I always kinda assumed that researching a tech is not just finding out how stuff works. For example, finding out how

130 Replies 352,603 Views

[quote who="pigeonpigeon" reply="9" id="2308291"] Quoting Scoutdog, reply 6Sounds good from a gameplay standpoint, but for modders (like myself) I hope that there is a cheat to make them all appear: debugging when you have to continually reload and tempt the RNG does NOT sound like fun. From the sound of it, you could always just make a tech tagged as a core technology until you're done debugging. Although I wouldn't mind a game option to force all techs to be in the game

130 Replies 352,603 Views