Tasunke

Tasunke

Joined Member # 3846508
78 Posts 3,839 Replies 852 Reputation

Has anyone noticed how wonder movies from Civ 2 (and Alpha Centauri) are just plain better than in Civ III and Civ IV? I mean, Civ III was a (some-what backward) reinvention of the game, taking it into the unique direction that made Civ IV what it is today. Now, Civ IV took that direction and turned it from Phail to BAD ASS. Not to say I didn't like Civ III, I did, and it seemed a lot more user friendly than Civ 2. The Point remains, however, that the uniqueness of Civ2's vide

1 Replies 1,755 Views

Well ... I'd prefer auto-leveling over having only 5 "levels" for normal units ... but I would prefer custom leveling for all units most of all. As well as Experience being allocated based upon Damage Proportion and Kill #, but hey.

24 Replies 14,124 Views

.... You might have 10-20 trained units at one time??? Sure, a unit might have only 1 soldier, or it might have 100 soldiers. The unit levels as one. I didn't see Fall From Heaven as too much micromanagement ... and unless your building hundreds of individual units as opposed to about 30-40 Units of Various sizes (companies, brigades, regiments) I don't see this game being any different. Plus, FFH sometimes had 300 units on one side, and even then it wasn't "too" micro ... and

24 Replies 14,124 Views

Some people have said that Alpha Centauri is an example of Lore over Art. I would dare to say that the "Flavor Art" while few and far between, are actually the segments that give the Centauri lore its flair. I mean ... how much of Alpha Centauri did you read, how much did you listen too (audio as art), and how much did you see (cinematics, also as art). The "world map" might have not been too special, although I think the extra bits of "well made" art really shined through. No

43 Replies 105,368 Views

Sounds good. I like the theme of what you are attempting to do, I know nothing about AI coding though (currently) so I will just say awesome ... thinking AI are ze best. Probably some setting in game start up that limits amount of time AI is allowed to think per turn (just to not slow down turn times) would be nice. Other than that, hellz yea

106 Replies 872,134 Views

Oh yea ... it should definitely have infantry :/ ... why dost thou have no infantry!? :cries: In any case, it seems like another Miss-Applied strategy brewed from the low depths of WWII arrogance. You don't win wars by holding the land with large, fancy equipment ... that is just another way to slowly die. On the other hand, I suppose a rigid command structure lends itself well to direct wars of attrition ... even so there is no way for a war to be single-handedly fought with

5 Replies 32,686 Views

While any actual Unique-ness in game-play (Lore-based or other) should take highest priority, Art in my opinion takes superiority over Lore ... so I would have to vote for more Race distinctions and Assets vs Excess Lore for the Hiergamemnon. THAT BEING SAID ... if its a question of COOL QUESTS vs ART then I would have to place my vote on COOL QUESTS . whichever option gets the cooler quests gets my vote :)

207 Replies 511,112 Views

Lore has a very important part in any game for immersion, style, and connection to that Self-Realization/Self-Expression that drives RPGs. However, other than playing crucially within Quests and the Campaign ... it should really take a back-burner to Art Assets, and (more importantly) Game Play. Game Play is what the game "IS" ... and Art Assets are what make up the game. In terms loosely derived from Aristotle ... if you compare a Game to a Chair ... then the Lore is who made it, who

11 Replies 15,066 Views

Game play is definitely more important than Lore. This is why GAME MECHANICS and UNIQUE FACTIONS are most important. Second in importance is ART, and third in importance is LORE. Under game play I would allocate economies and battles, magic is strong in both of these aspects. Diplomacy skirts these aspects in a pseudo-possibly useful way. Second, and also primary to game play, would be the Questing aspect. While LORE may be important in this aspect, the primary function of Que

104 Replies 205,321 Views

Units are initially trained with their rank (unless they are a Champion or Sovereign, in which case they just "are" their rank). Levels are then gained through questing and combat. I would rather that units leveled at the same rate as any other Champion, etc, however they just have less points to buy stats upon level-up. Maybe some Champions can gain experience points faster (as a Special Skill) , maybe some champions will allow their units to gain experience points faster (as

0 Replies 3,059 Views

I hope there is not an oversimplified system for unit-leveling where there are only 3-5 ranks. I would rather that units leveled at the same rate as any other Champion, etc, however they just have less points to buy stats upon level-up. Maybe some Champions can gain experience points faster, maybe some champions will allow their units to gain experience points faster ... maybe some Champions will allow Units in their army (not including Champions) to be considered a higher ran

24 Replies 14,124 Views

agreed, having a battlemap with the Assasin(s) and the Victim with potential Bodyguard(s) would be epicly awesome. IMHO its the only way to properly do assassinations ... other than to have it be a "mini-game" for the assasin, as he sneaks around in a battle-map filled with your troops, and if he wakes up anyone, the battle begins to engage with the victim's player slowly gaining control of units, depending on how near they are to the commotion and how organized the army is.

30 Replies 23,038 Views

It would be VERY VERY hard to get this right. Is it possible? I think so ... however there should definitely be some buffer between old players and new players. I suggest that new players are protected from Developed nations by the UN, and if people abuse this peace-making or peace-keeping forces may be deployed at appropriate junctures.

5 Replies 32,686 Views

Erm .... FACTION DISTINCTIONS!!!!!!!!!!!! In the end I would like for each faction to play WILDLY differently. obviously ART and some LORE would be cool too, although GAME MECHANIC DISTINCTIONS and FACTION DISTINCTIONS FTW!!!!!!!

207 Replies 511,112 Views

I whole-heartedly vote on fully fleshed out Factions, no looking back, even if I'll have to wait years and years for any sort of complex custom-race maker. Its better to do the best with something you can only do once, than to make room for something you can do a thousand times. (My $0.02)

104 Replies 205,321 Views

The various different factions should each be a unique experience (all 10 of them) as opposed to arbitrary bonuses. Even the "race bonuses" for each faction don't fully cut it. There needs to be a difference in training time, build time, perhaps City-Building will be balanced differently with each race, and Output of buildings could be different (Tarth Workshops +0.5 wood, Gilden Mines +0.5 ore). Amount of food required per house could be different, housing level per house, expense pe

151 Replies 388,126 Views

o.O ... erm, shouldn't essence allow for 1 mana per point? I mean ... thats the whole idea right? For essence to be really really strong? Just up the mana cost even more for certain spells, but keep our cheap spells easily acessible!!! :(

10 Replies 4,459 Views

I don't see religions as "guiding technologies" although varioius religions will have different bonuses along alternate tech paths. I think changing religoins should be relatively easy, but with its own set of penalties ... therefore proper pre-switch preparation should be required. I agree that a Fall From Heaven 2 system is favorable, where it not only affects diplomacy but also gives your nation various bonuses. Certain "religious techs" should also require a certain religi

54 Replies 24,428 Views

tech trade and tech brokering are still different mechanics. I hope the SP game is balanced for the presence of Tech Brokering, not the absence of it. (but yes, turning it off will be an option that could potentially be imbalanced)

13 Replies 9,594 Views

So like ... 0.5 on plains and tundra for Fallen, 2x for Trogs on Desert, 2x for Urxen on Swamps, 2x for plains on humans, and 1x for tundra-humans? and 1x for Trog swamp, and 1x for Urxen desert? Or perhaps for Trogs 2x desert, 1x plains, 0.5 swamps and tundra Urxen 2x swamp, 1x plains, 0.5 desert and tundra Humans 2x plain, 1x tundra, 0.5 desert and swamps

114 Replies 235,117 Views

If such a system WERE implemented, I would want to steer clear from armor giving any "evasion bonuses" and instead having light armor give less penalties. Having no armor should definitely have the highest evasion score. Especially if you are a monk. So, say your basic Heavy Plate armor allows for 60% max evasion score, and your basic studded leather armor allows for 90% max evasion score. Meanwhile your Master-Crafted Starmetal plate allows for 80% max evasion and your master-work le

12 Replies 11,316 Views

I think what he means is to have multiple separate units trained "at the same time" and "in the same city" although obviously not always having the same training times ... so while you are training an Uber Knight and a Peasant archer, you will likely to train almost 2 peasant archers to one Uber Knight. In either case, I don't think its necessarily a bad idea, although it does detract from the company's uniqueness in being able to field more than one soldier at one time. However, if y

5 Replies 5,641 Views