Nick-Danger

Nick-Danger

Joined Member # 3839216
81 Posts 815 Replies 842 Reputation

[quote quoting="post"]Good luck! I’d say have fun but that’s not gonna happen.[/quote] You Sir are a Prevaricator! I have found fun. [quote]I want to again reiterate here: Beta 1 is NOT fun. Will NOT be fun.[/quote] I must have downloaded the wrong game then. [quote]If you find it fun, you should probably seek medical attention.[/quote] I'll seek medical attention later, as I'm having too much fun to notice how much pain & sufferin

25 Replies 50,774 Views

[quote who="segallion" reply="37" id="2549470"]So Light battles light with no chance of dying, while if you fight the "other" side you can die permanently. Won't this promote to attack the same faction you are on? Light vs. Light and Dark vs. Dark instead of the other way around?[/quote] Good point. What would be the problem with 'Sov dies if he/she loses fight in another empire's land, but not if loses fight in their own empire'? Defensively played Sovs wo

81 Replies 259,779 Views

[quote who="Malex1" reply="9" id="2548976"]A player should be allowed to guide where the road will go...[/quote] Agreed. There may be strategic reasons for wanting a road somewhere, or not have a road somewhere, so I'd like to control road placement. Whether it's built by a worker unit or 'city population' isn't important to me (although I like the idea of being able to capture enemy worker units -- it's a good strategy and opens up many possibilities).

287 Replies 654,279 Views

[quote who="Shurdus" reply="211" id="2548153"]Fresh water should also be a major factor in growth because water is pretty much needed for anything to grow naturally. Settling near water has always been one of the major strategies in settling, and even to this day coastal regions or regions near rivers are more densely populated than dry inland regions.[/quote] [quote who="Cerevox" reply="216" id="2548372"]Having pop controlled by one thing would be best. Having multiple factors i

247 Replies 545,871 Views

[quote who="Denryu" reply="194" id="2547800"]Lol, good point pigeonx2, "Oh noes our mayor is killed! What shall we do?" "I know, let's join the other side!" /golfclap [/quote]So if you capture a city, garrison it and assign a governor, and the governor dies, there should be no chance the city flips back to the original empire? Should a city never flip back to the original empire (other than recapture)? If there should be a chance, what would

247 Replies 545,871 Views

Food should limit total empire population, but the number of cities should be controlled by another factor. Logically, it takes increasing skill to manage an empire/city as size increases. Using the tech tree and/or governors and/or the like seems appropriate. Some don't like the idea of governors, but large organizations require skill to function effectively and to maintain their size (let alone to grow even larger). There should also be a cost to founding a city,

247 Replies 545,871 Views

One last 'devils argument' attempt... [quote who="BoogieBac" reply="91" id="2546436"]A note one Essence and reviving the land... ...Cities also radiate this healing (or twisting) power, so as the game progresses you see the world come to life (or, again, twist) to your will. This transformation (hopefully) provides a significant emotional tie between the player's actions and the world they're inhabiting and greatly affecting... decrease the spread of the healing/twisting

247 Replies 545,871 Views

[quote who="vieuxchat" reply="77" id="2546357"] Chokepoints : What about improvements that player can create ? A fortress ? An outpost ? Walls ? Maybe engineer units could create "defensive place" or "offensive place" where you could then place an improvement (if at the right distance from a city) like a fort, an outpost, a trebuchet, a magical gardian, a firethrower, a lightning tower, a magic hub, etc. Defensive improvements would need a "defensive place" and offensive improvements wou

247 Replies 545,871 Views

[quote who="Valiant_Turtle" reply="70" id="2546291"]Each city does not cost Essence. Only cities founded in un-restored land. Once you restore land it expands outwards with your prestige. It's quite possible to city spam using this. It is perhaps a bit slower than other methods, but after the first batch of cities it grows exponentially (if you have land available) especially if you've research the pretige boosting techs. In the current beta it happens fast enoug

247 Replies 545,871 Views

[quote]Sovereigns... expend essence to bring the land back to life so the city can be built.[/quote] Does this expenditure continue or is it a one time thing? One way to contain city spam would make the essence expenditure continue -- if you want a lot of cities you do so at the continuing expense of other pursuits. This could allow few huge cities vs. many smaller ones. If you run low on essence the 'chaos' eats away at your settled lands, etc. It could also all

157 Replies 495,253 Views

[quote who="AnthonySalter" reply="14" id="2542419"]The plan is that improvements become much more effective at higher levels (we're still hashing out how effective) so doing something like building a level 1 city and surrounding it with eight schools in order to try to rush your research will be a bad idea...[/quote] After thinking about this a bit, and while I agree that your example regarding a lvl 1 city rushing schools, I would prefer not using a hard cap to prevent/penalize that

157 Replies 495,253 Views

I'm kinda torn on this... I don't like hard caps, so the 8 tiles/city level bothers me. On the other hand, I like the idea of hard choices (as in not being able to build everything in a city). On the first hand, civ4 allows building everything in a city but the game rewards not doing that ("good" players specialize -- production cities, great person cities, research/beakers/commerce cities, cities to claim resources or bottleneck terrain, etc.). Building everything in a ci

157 Replies 495,253 Views

[quote who="Cauldyth" reply="48" id="2540498"] Yeah, there were people complaining a while ago that there weren't going to be any elves or dwarves in the game. Now there are other people complaining that some of the races are too similar to elves and dwarves. You really can't win. Everyone just needs to chill, not read too much into concept art, and worry more about the game mechanics. That's what'll make the game. Personally, I'll probably customize my

115 Replies 216,665 Views

[quote who="BoogieBac" reply="52" id="2528025"]Well, not shot down, but I know time is slowly getting tight for 'wouln't it be cool!' features ...though this would actually just plug into existing systems, so perhaps it WOULD be an easy one to get in. Any time we can tie game features together in interesting ways I'll be all for it, and this would be a great way to link item use, spell use, and event driven actions to humanize the NPC's without too much effort. Actually, the m

74 Replies 35,807 Views

[quote who="xGhost4000x" reply="40" id="2527052"] But you do have a point in the sense of why would your son follow you if he knows he will NEVER inherit anything. History has shown us that heirs will do alot to insure they are first in line of succesion, so you have to ask what would they do if there was no line of succession.[/quote] Being able to turn one or more of a foe's heirs against her/him, and having to worry about one's own heirs turning, would add a lot to the game.&n

74 Replies 35,807 Views

[quote who="Luckmann" reply="78" id="2522909"] Will I be able to turn water into lava? I don't know. But I hope so.[/quote] This got me thinking (ruh roh)... Water --> lava and similarly powerful spells would be interesting. I'd like to also see appropriate consequences such as (for water --> lava) an effect on the local climate -- increased temps, perhaps decreased moisture or increased humitidy, shifting wind patterns or increased wind speeds, rivers dry up

93 Replies 24,489 Views

In response to [quote who="Nick-Danger" reply="71" id="2522312"] I disagree. Analogy: channeling ability is like athletic ability. One is born with a certain amount of athletic ability. That athletic ability has to be directed/trained to a certain sport, and Olympic/Pro level athletes take years of training, skilled coaching, etc. Same with Channeling ability. Spell research is necessary, as is athletic training.[/quote] Pigeon Square

93 Replies 24,489 Views

[quote who="MrDelightful" reply="32" id="2520234"]The original post prompted a question in my mind, why research spells at all? What I'm getting at is this: if the ability to channel magic is an intrinsic ability for the channeler, then why does he need some non-magical researchers to make his spells for him?[/quote] I disagree. Analogy: channeling ability is like athletic ability. One is born with a certain amount of athletic ability. That athletic abi

93 Replies 24,489 Views

[quote who="Nesrie" reply="21" id="2504587"] Civ has mods, but it's not server specific if i recall. I used something with UT 3 that simply sent out required files to the players that connected to my game whereas CIv just rejected them and I had to direct them, online, to the mods.[/quote] This is a good point. It would be nice, with all the expected modding, to have the server automatically detect needed mods/files/etc. for a hosted game and download them (after a prompt,

59 Replies 105,943 Views

Thank you for allowing multiplayer without being restricted to official servers! Not that there's anything wrong with official servers, but with LAN parties, and the possibility that someday far into the future the official servers will no longer be supported (it's not that I expect that anytime 'soon', but I expect to be playing this game for a long long time and expect you folks to get tired of it and move on before I do ;) ), allowing player-run servers is a great service to us and s

59 Replies 105,943 Views

Spells: I like the variety of spells from D&D/AD&D. Most computer games, lacking human adjudicators, have very limited spells. Some games are especially unimaginative when it comes to spells -- they may have 4524352 spells but they're not really different -- fire/ice/electricity/etc; bolt/ball; buff/debuff that damage type, increased range/AoE, etc. etc. etc. They have all the iterations of combinations of these factors and call those different spells but they're rea

183 Replies 647,255 Views

[quote who="Tasunke" reply="57" id="2428513"]well, tech visibility has been in every game I have played thus far, and It eventually lends itself to the same path over and over again.[/quote]Using the oft-cited Civ4 as an example, chosen tech paths can vary from game to game, depending upon civ and leader played, the map, challenges (fastest conquest goal set by players), and how the player is feeling that day (after a number of domination games, time to try out a culture). As long as

96 Replies 257,660 Views