Well, dat'd be interesting. Does the nicer version run on Windows 7? Because as far as I know the 3.5 version does not :/
Tasunke
@ SpardaSon ... can you give me a link to the FoK mod? I would certainly be interested in a mod that is closer to codex ;)
Well, most males and most females do not like these types of games. I think the main difference is that narcissism typically takes different form than video games among females. That being said, I don't think there is an inherent difference between the genders on how warlike or peaceful each gender is. Instead, perhaps your question should be of what proportion of people with the proper personality to play and enjoy these games would enjoy more peaceful options? Another thing
Danger! Danger Will Robinson.
Still, in most small or medium map sizes ... the specialization person can kick the school guy's ass. Its only in the most peaceful (or large) of games that the School is the obvious choice. Of course, this assumes that the specialization person invades before the School guy's schools start to pay off (or even before he builds his first school on small maps). Its very much a Potential vs Here n Now question ... and doesn't have a definite answer. Certainly schools are preferred if you
[quote who="pigeonpigeon" reply="351" id="2635091"] Don't take this the wrong way anyone, I was as psyched about it as anyone, BUT, unless something radical is done with material costs, build times etc, fielding the ultimate 10,000 man Battle force may not happen on anything but the HUGEST of maps that make it so you never see another player for 4000+ Turns. Perhaps Beta 2 will shed some new light on the state of that game element but I am skeptical at this point. I hope I am totall
I honestly don't mind how the basic system currently works together. I think that adventuring and magic will be strong enough to relatively hold their own vs more economical civs ... while I see Warfare and Economy as inextricably linked. As in, if your army is small, your gonna go Adventuring (and maybe warfare) techs ... while a large army will be economy + warfare. Combined with completing quests or finding new magical books giving you a onetime boost to Adventuring or Magi
anyways ... yea I definitely prefer 6 difficulty levels. Something like: Beginner (large AI penalty) Novice (small AI penalty) Normal (no handicap) Challenging (no handicap) Expert (small AI bonus) Godly (large AI bonus) These bonuses/penalties being purely economical, while Novice and Normal have the same AI intelligence, and Challenging and Expert have the same AI intelligence ... and then you can be a bit silly
Apparantly the Diplomacy is taken out of Beta2 because of recent discussion, or insights by the development team, or both. In any case, they are going to alter the Diplomacy: ie take it in a new and interesting direction if they can, and it will perhaps re-enter Beta 2 within a couple weeks or join as part of Beta 3.
MoM had good AI?
lol @ the MOM avatar
I for one just like an easy way to be able to tweak the AI. For once I might actually be able to have some input in AI modding! ^_^
I like the idea of "specialty RP points" to only produce @ a quarter of the speed/quantity when not researching in that particular field. The only exception, I suppose, would be Adventure RP points from completing quests.
Yea, stealth units in a tactical battles could be interesting if they are hidden from the enemy's view (and data collection) except for when it is next to an enemy controlled tile (tile with an enemy unit). However, 2 tiles away from the enemy, still invisible. It'd also be cool if individual assasins (single unit or Champion) could even BLEND IN with enemy units, being only visible when next to a tile containing an enemy Champion or enemy Sovereign, and also being able to sha
Yea, the sample pic looks amazing compared to what I thought might be the case.
I personally don't mind the Civics branch as it is. I mean, it might be necessary to get a couple economic techs ... but with Gardens, for instance, I don't need farming all that early on. I mean, the only thing I see as really integral to the Civics branch is Schools, but other than "beelining" for Schools ... there doesn't seem to be a lot of use in specializing the Civics tree early. It would be cool, though, if Military buildings gave you RP points in warfare, and completi
[quote who="VicenteC" reply="4" id="2632327"]I have always liked how some wargames simulate chaos in the battlefield, messengers, flags and other things that were used to give orders using dice or some other method. So every turn, you can't use your full army, but just a part of it, so deciding which units to "activate" becomes an interesting part of the strategy (the units that aren't activated do nothing, I prefer that than them been managed by the AI and doing a dumb thing ). It
Yes, having certain units with stealth could be cool. If an entire army is composed of stealth units, it could be hidden on the campaign map ... and any stealth units would be hidden on the battle map. The way I envision "hidden" to work, is that if you know where to cast a reveal spell, you'll be able to spot them, but otherwise your units can only see them if they are right next to those units. So theoretically some assasin units could "try" and sneak past ur army during a battle to
I think that pre-made maps are fine AS LONG AS battles in cities are based ON THE CITY!!! :p (as in City battles being randomized and field battles being premade) However, even for field battles I think there needs to be some sort of parameter ... and if the tac battle's location/etc falls outside of that parameter its a randomized map instead of a pre-made one. Hopefully this wouldn't take too much time to implement (as opposed to fully one or the other) <
[quote who="Tridus" reply="39" id="2627909"] quoting postTactical battles haven’t been part of the beta but they’ve been heavily discussed. Originally, tactical battles were designed to be RTS. Then Continuous turns. But as time has gone on, it’s become clear that the gameplay that people (and frankly that we enjoyed the most) was more closest to XCom. That is, turn based. Tile based. Moving units to the best spots. And eventually working to have your units in spo
I see ... well I think it would only be fair for IG guardsmen/ Kaskrin squads to also be able to use Flamers and Missile Launchers. In Dark Crusade Pro (mod) they can use flamers, but still no missile launchers ... Also, the only detectors the IG have in unmodded is Psychers ... so only 3 total detector units?? Weak if you ask me. In Dark Crusade Pro all "special commanders" can become detectors, which is a total of 6 (2 each vs 3 each) + your Command squad if you get the Opti
You only need to be online IF you want to install a patch, and all patch installations are manual (you look for updates). For whichever version(s) you happen to have, no internet connection is needed. Kinda like how Civ IV was if you think about it. The only difference is that if you want to get patches, they are only found on Impulse.
The Eye of Terror Joy shall be your eternal Doom Salvation ;)
I'd prefer "living"-> ie somewhat predictable, as opposed to completely unpredictable and random. For instance, most populations naturally grow unless there is some food shortage or war , or reach pop cap (Logrithmic Growth). And it should be fairly obvious when lairs are becoming more burdened with overpopulation ... with bands of mooks being even more frequent ... and then if enough time has passed without invading the mook Lair BAM! something happens ... most likely a large army
Well, in Civ IV you were able to have 2-D leaderheads even though it was designed for 3-D cartoony things. Hopefully Elemental will have that same 2-D icon functionality.