[quote who="Nick-Danger" reply="27" id="2782556"] Quoting Consort, reply 2FORGET BALANCE! It's Highly Overated!You keep using that word. I do not think it means what you think it means. I said it elsewhere on this board. Why does the game have to be one size fits all? I have played other games that allow the single player to set the playing variables in the starting options...Please let Elemental players do the same.This isn't balance, it's being able to set basic starting
Tasunke
Resources ... spread ... too ... thin ... I'd say y'all should worry about graphics after the fact of improving mechanics. Heck, even UI after the fact of improving mechanics. Mechanics + Stability (new stability fixes each time a new mechanic is introduced) then UI and then pretty graphics
Poland should totally be added ;)
The location of Communism seems rather ... odd. Perhaps rename it Totalitarianism. or Stalinism. or Police State. It just doesn't seem to fit imho. (at least have Communism and Fascism block each other) Also, those dipping into Liberty and/or Freedom should also be blocked from adopting Communism (but the rest of the tree is fine) ... EDIT: Hmm, maybe rename Communism to Workers Unions/ Unionizing?? T
Congrats on Baby ... metacritic gives Boogie Baby a 7/10 with a potential to become a 9.5/10 [e digicons]:thumbsup:[/e]
The History of Expansion 2 ... free to anyone that buys Elemental before release date free to anyone that buys Elemental before September 30th free to anyone that buys Elemental before October 31st [e digicons]:grin:[/e]
So um ... did GOG.com have a legal right to sell MoM or not??
Yea ... I suppose buildings that produce gold don't (have) to have a gold maintenance ... But rly it depends on a Taxable population. IF taxable population = true ... then you have a question of WHAT DO I DO WITH ALL THIS MONEY?? Do you have a lot of soldiers? Or have a lot of good buildings?? // and I guess this is assuming, if we have no maintenance for gold producing buildings, that all ur tax money is being bonused by the
[quote who="Lord Xia" reply="259" id="2782487"]I've been a huge Civ fan for a long time, but for some reason, not interested in this. Maybe it's because of the stand alone Fall From Heaven that is going to be coming out. Can't wait for that. [/quote] actually, the stand alone "Fall From Heaven" is no longer coming out ... the project was "scrapped" or "temporarily cancelled" ... although Kael still has the design docs. Also, the stand-alone was not, and will n
Of course military buildings need gold maintenance ... (if we are going with non-game examples, then to pay the wages of your Combat Teachers, Drill Instructors, Field Trainers) It's perfectly sensible for % increasing gold buildings to also have a gold maintenance cost ... its less efficient to sponsor a "state-owned" marketplace in a small city. Lets consider a training complex (for military) ... its going through practice/apprentice weapons and dummies every
Well ... you could have "basic" damage be equal to your equation ... but then retain the ability to "Over-ride" damage done, for its own thing separate from attack. (so you could keep the high attack, and lower the damage .... or you could keep the high attack and increase the damage ... and you could even make it consistent for weapon, and not have anything to do with the opponent's armor) but yea, keep the equation, but allow for a damage over-ride once we start getting into
Yea, I feel the same way ... religion only for mods (which is why I hope they actually still have "religion" just not "enabled" for the basic gameplay)
Well, I hope some form of Religion/ Ideology functionality is modded back into Civ V ... and if/when it happens, It'd be cool if it were "better" than the Civ IV version ... IE a city could have X% of a religion, instead of simply true/false having the religion ... in other words, a city could be 33% Church of Water and 67% Church of Fire ... as a rough example.
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Nah, I like the damage low as it is ... Of course, in a system where HP wouldn't be shared among the entire unit (well, yes and no), high damage wouldn't be necessary. Also, if weapon damage were a constant, and not tied to attack at all ... then low damage (not exceeding HP index, or in this case 11) might still be favorable. hmm, since we are guessing your career, I will guess Musician (of some sort) ... if I have to guess specifically, I would say Orc
http://pc.ign.com/articles/112/1122096p1.html
Having various Z-scores would be great ... at least if the Z scores mattered. Also, having elevation slopes on tactical battles (Z-scores for tactical tiles), and having it effect the "to hit" rolls during battle. (higher ground usually being better, at least for archers)
well, for instance, if your population gave you gold ... most all buildings could cost at least 1 gold per turn, and better buildings costing more. (except for housing of course, basic housing shouldn't have maintenance) that might allow for larger armies to be possible as a trade off for not having all the best buildings.
I'd rather have a Building-based maintenance cost. (and perhaps have buildings/population matter a bit more??)
Nice suggestion ... your lower pic (the one with the Battle Odds calculator) speaks volumes. In both UI and combat mechanics. If the UI was more informative (like your pic), then at least people would know what to expect .... is Hit% and Damage currently separate??
@Raven ... That picture you had with extra units, are you able to control the space between soldiers, staggered ranks, and how many rows vs collumns?? I feel if you made the unit formations slightly more square-like, and the soldiers slightly more spread out (at least cavalry), it would look good. Let me know if that sort of thing is even possible. Otherwise, awesome conception shot.
Is Valve a publicly traded company? Any takers? If yes, then its legally bound to screw us for profits. If no, then it doesn't have such legal obligations.
Well, I think some buildings should be more effective in high pop cities, and other buildings should be just as effective in any city (yet all costing maintenance of some kind) I'm pretty sure most developers should know that using building-based maintenance is a *primary* concept consideration when your using a global system without distance modifiers. There were simply too many simplifications and corners cut during the "design process" for this particular ver
I don't think anyone is saying to copy Civ IV or Civ V's model In fact, the "buildings cost maintenance" is fairly common among many strategy games ... including Master of Magic and Civ III do we need corruption/waste? No. Do we need citizens to actually work land tiles? No. Do we *probably* need a taxable population? Why not? Firstly, we should determine how much population creates a "face" (cause pop=soldiers so it matters) ... a