Tasunke

Tasunke

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

:: twitchy buttons :: I'm not a fan of 1 snake or 1000 snakes being basically the same unit. Like ... regardless of how many "unit X" you have, it moves the same, acts the same, attacks the same ... the only difference is how much damage it can give *and it always gives max damage, as if all 1000 snakes are attacking at the same time* I mean, the Kings Bounty games are great ... but there is nothing "war-game" about Kings or HoMM.

276 Replies 677,019 Views

They started to discuss road-building ... and hilarity ensued [e digicons]:rofl:[/e]

336 Replies 738,079 Views

Tweakmod was good. I rly liked the version of Tweakmod with overpowered Sidar ... makes them interesting. and, imho, that version of Sidar is only overpowered because of the AI ... basically the Sidar palace gave invisibility to all within culture ... but *also* attacking didn't remove hidden iirc

196 Replies 678,508 Views

[quote who="falconne2" reply="290" id="2788063"] Civ V is an advanced game that brings the operating system into play; this option can only be turned on in the settings.ini file in your "My Documents\My Games\Sid Meier's Civilization 5" folder. [/quote] lol ... shows a weaker game imho ... Graphical User Interfaces are definitely a plus in games like this ... plus I'm guessing if you simply change the .ini file you will show up as *MOD* on the MP ladder games ... and

336 Replies 738,079 Views

Is there a way to permanently get rid of roads? (or other improvements) ... or are they ever just "finished" and "pillaged" ? and if so, is the option only available to the person that originally built the improvement?

336 Replies 738,079 Views

Wild Mana and Rife are (imho) the better ones currently available Orbis, while good, is too much like original Civ IV or Rise of Mankind. Basic FFH2 is best for multiplayer.

196 Replies 678,508 Views

[quote who="Gravedancer" reply="287" id="2787620"] One thing I'd like to figure out is how to avoid micro-managing workers. From the wars, I captured a lot of workers. I got annoyed with having to continually tell them what to do. However when I set them to automated the forts I built disappeared. Very annoying.[/quote] In Civ 4 there is an option for "automated workers to leave existing improvements alone." Is this not the case for Ci

336 Replies 738,079 Views

Overwatch abilities would certainly be cool/fun. Initiative based movement would probably be better than Army 1 vs Army 2. I still say that Initiative/Combat Speed ... should be separate from "run speed" ... to separate DPS from distance traveled. For instance, a Knight could have an initiative of 5 and a Run Speed of 5 ... while a Thief could have an initiative of 10 and a Run Speed of 2. The

38 Replies 25,643 Views

I like your Ideas (@ TheProgress) Food production is probably a HUGE part of how well your system would work. 1. Homestead (uses 1 slot/ 10 population) makes 20 food. 2x 2. Communal Farm (uses 5 slots/ 50 population) makes 150 food. 3x 3. National Farm (uses 10 slots/ 100 population) makes 500 food. 5x Perhaps various things could increase or decrease the % food that these institutions were mak

21 Replies 22,554 Views

So ... I heard the AI was REALLY bad. Is this true?? I mean, it seems like the combat AI would be more easy to "improve" due to the 1 unit per tile. I mean right? Computer AIs can handle chess pretty well, and as for the combat AI, its largely like a game of chess.

336 Replies 738,079 Views

Civ IV is awesome ... FFH2 (the better versions) are 10x better than Civ IV the (lesser) versions of FFH2 are around 2-5x better than Civ IV. So yes, of course it's good/better than a lot of games because it uses Civ IV, which by itself is better than a lot of games. Some of FFH2's best art assets were the unit-models that were originally created by the team. As for the rest of their art assets ... there is a "reason

196 Replies 678,508 Views

Blegh .... I don't think one would "have" to look at an army as a single unit. That being said, I've made plans for a better battle system assuming that each "battle" is a skirmish. You know ... like Arrows, Spells, and Catapults shooting over the over-land map? Things like that. Its once thing if each battle is a huge battlefield, and its another thing if its a skirmish. If its a huge battlefield, then you can have *everything* in

193 Replies 142,440 Views

I think GoG did something stupid .... I still have no idea what they did, but it was probably just some idiotic prank.

30 Replies 93,779 Views

Hehe ... having 3 kids enables more interesting diplomatic decisions though ;) I mean, having just 2 gives more chances for a direct rivalry ... while having 3 kids gives a natural diplomatic buffer for confrontation diffusion. Also, with 3 kids you can have shifting alliances, as opposed to static rivalry ... which makes reconciliation both less likely and less necessary, as new things will always pop up. Meanwhile, if you have 2 kids, reconciliation is

68 Replies 146,834 Views

Hmm, perhaps a specialist could cost 10 population ... I just wonder, how would you re-calculate slot-availability after military recruitment? OR would you simply not be able to recruit from used slots (makes sense). Also, will we see any real sense of population growth? Or will be arbitrarily limited to 1 or 2 pop per turn??

138 Replies 483,182 Views

reply 714 ... yikes also, that feeling wears off after a while ... whether a few hours, a few days, or a few months ... it wears off. If you wish to become a true hate-master, you must master your hate, nurture it, and become a ball of resentment and loathing that lives for nothing but to see Steam suffer and burn.

726 Replies 1,764,084 Views