Wieke

Wieke

Joined Member # 3799502
5 Posts 96 Replies 359 Reputation

[quote]As such, we'll have more on the game in the coming days, including a lengthy interview with Stardock's Brad Wardell.[/quote] No real news, but i'm looking forward to the interview. (and the extra coverage is always good)

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[quote who="BoogieBac" reply="11" id="2368477"]We'll try and get it in [/quote] Awesome. Got to say, i'm very impressed with your community/fanbase relation skills.

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[quote who="pigeonpigeon" reply="12" id="2368602"] I was going to suggest something similar. Basically, make the dungeons rich in Shards. The reason that they are usually infested with monsters is due to magical radiation. Supreme Kudos if you can make the monsters and dungeons reflect the shards they hold. I'm not sure if that would really jive with their current implementation of shards (although I'm just guessing at that, all I really have to go on are the scree

65 Replies 155,337 Views

[quote who="BoogieBac" reply="6" id="2368394"]Map Generation is not currently hooked up through Python, but I'm sure it could be at some point I need to bring this up from time to time, but remember that most of the 'python moddability' of Civ4 came for free with the Gamebryo engine. Any time we spend hooking up and testing python compatability with a feature is time not spent on something else, so we want to pick and choose the best areas for integration when developing the main g

19 Replies 23,679 Views

[quote who="Thrawn2787" reply="4" id="2368287"]I think you can design "tiles" for the maps, and when you make a random map your tiles can be used[/quote] I think that was talked about in one of the PAX video's. Let's hope the random map functions somewhat like Civ4's random map function. For those without Civ4, it has as series of python scripts you can choose from (eg tectonics, archipello, pangea, lake), which all have variables (wet, dry, number of islands, e

19 Replies 23,679 Views

I'm from the netherlands, my fellow european. I checked my confermation mail, and they charged me the same amount of euros. 48,68 (incl s&h) wich isn't all that much for a brand new computer game. It appears that i onlty bothered to remember it as a multiple of 10, damn my lazy brain.

20 Replies 12,324 Views

Doh, in all the exitement i forgot to read it properly. [quote who="Istari" reply="7" id="2367509"]Bear in mind, Beta 1 won't have these features. Beta 1 is primitive. [/quote] Well it wouldn't be a beta if the game was all polished, bug-free and finished.

79 Replies 151,804 Views

How much controll will you maintain over your vassals, and how hard would it be to "un"-vassal one? This kinda reminds me of the RevolutionDMC mod for Civ4. Where due to all kinds of reasons small minor-civs would pop up, and you'd end up with (on a large map) about 80 civs (and 5 minute computations between turns). Oooow, and nations falling apart during an inheritence war, factions splitting off as minor players.

79 Replies 151,804 Views

IIRC, in Deadalus's (spelling?) video of BoogieBac's presentation at PAX, he seemed to indicate that a zoomed in version of the tactical combat will be something like a turn-based Total War game. Perhaps he was just referencing the level of detail. But we can be certain that both cloth-map and eyecandy cam will be available in tactical combat. Anyway, a turned based version of the total war style battles (kinda like a computerized version of warhammer fantasy) would be pretty sweet. &

4 Replies 9,732 Views

[quote who="GW Swicord" reply="22" id="2367431"]I'm mainly hoping we'll get at least part of the magic system in before beta 2.[/quote] IIRC, the magic system will be added around november, and beta 2 will start in january. (empasis on the IIRC)

28 Replies 9,769 Views

Nice write up, but they didn't talk about anything we didn't know already. (my desire for new info on this game could best be described as a craving.) [e digicons]:grin:[/e]

4 Replies 9,732 Views

Aha, well the use of the wording "release" (which was used iirc) in conjuction with a game that has a beta phase could be somewhat confusing. I would assume they mean the big official release, not the release of the beta.

87 Replies 236,731 Views

The extra costs of S&H will be mitigated by the highly convenient dollar - euro course. Seriously, they charged me about 60 dollars, it converts to about 40 euros, which is the price of a store-bought game.

20 Replies 12,324 Views

What if you're an european, but you pre-ordered it directly from stardock (using the link on this site). Will stardock use a european publisher, or will they send it directly from the states. (and if pre-orders are collectors editions, will i get one?)

20 Replies 12,324 Views

The lifetime of components with factory settings is way longer than you ever intend to use them anyway. (in other words, on factory settings they will be outdated before they break down from wear and tear) Granted if overclocked improperly (eg. to high), lifetime could be reduced to a few seconds. But reducing lifetime from 50 years to 10 won't really matter that much.

91 Replies 204,605 Views

Wow, assuming conception must take place after the start of a game, it would take about 266 turn before the first children are born. Sounds like population growth will be sloooooooow. I'm hoping that's only some placeholder text, and a more sensible timeframe is determined later on.

10 Replies 9,720 Views

[quote who="landisaurus" reply="24" id="2366481"]Something mentioned in terms of saving the multiplayer games is that if a game hosted on a server is saved, it will remain there and players will be able to come back to it already up and ready to go. If this is the way its handled, PBEM may be void because you could just log online to do your turn then log off. Same idea as play by e-mail, except the turns arn't physically passed in an e-mail. People will be able to sign o

29 Replies 126,103 Views

[quote who="BoogieBac" reply="11" id="2365097"] Yet, you go on to say that the reason you wont include graphics in the first few beta builds is because it should be fun without them. The cloth map allows us to implement new features quickly and easilly (read: without making the 3d assets for them). If a new feature sucks, we can remove it without having wasted time on the assets. [/quote] Well add "new features", most likely gameplay (i mean, what else is there in a video game wi

74 Replies 138,776 Views

I don't think the old bankstatements will confirm it, because i got a notification while ordering that i wouldn't be charged any money until release. The only way to be sure is either finding the confirmation e-mail, or e-mailing the fellas at [email protected](iirc).

8 Replies 5,524 Views

Well since the sovereigns will use their own magic to "revitalize" their lands, it's seems only natural that a greater degree of control can be expected in ones own territory. And by extension a penalty for usage in enemy terrain would be logical. Since the game will contain multiplayer options, i expect it to be (or become) balanced, its the only sensible thing. Frankly i'm more curious about the non-military use (and balance) of these spells. I mean, could it be possible to use the

28 Replies 9,769 Views

Daedalao posted a short tile editor video on youtube: http://www.youtube.com/watch?v=ICOjq8i1XHU Thanks man, [e digicons]:thumbsup:[/e]

53 Replies 185,595 Views