wickedmurph

wickedmurph

Joined Member # 4050619
1 Posts 9 Replies 98 Reputation

I'm totally in favor of 1-tile cities that graphically expand as the city expands. It would also be nice to have expanding number of buildable tiles available as cities grow, too. But if you do that, you should rethink the interaction between space and city level requirements for buildings. If a building requires a lot of space, it should have reduced city level requirements, for example. The idea here is to present interesting gameplay mechanics, and even the pr

82 Replies 122,859 Views

Please make city building matter, and zoom mode will be helpful. If city building cannot be made to matter, either totally automate it or remove it altogether. It currently takes an inordinate amount of time for essentially no benefit.

64 Replies 72,946 Views

SeanW3. Why would that be an unrealistic expectation? This part of the game is not fun. It does not add much to the experience - it's pretty clearly a vestigial structure left over from WoM. Obviously I can't look at the code, but there are already graphics for the city center and all the buildings, and you are recommending a rethink of all the bonuses and requirements of buildings anyways. Can't be that much work to decouple the "they have to be next

67 Replies 45,636 Views

I think this is all very interesting, but somewhat misses the point. Right now the city development mechanic is a huge waste of my time. Specifically, the business of placing each building and requiring each building to be touching each other. Why are you making me do this? If there were a lot of building types that required specific terrain features, it might be worthwhile. But there are about what, 2, 3? Dock and Lumbermill are the only 2 I can think of.<

67 Replies 45,636 Views

I was part of the WoM beta, but I haven't commented here much because, well, I felt like every minute I spent on WoM was time I'll never get back. I'm glad you guys have decided to give me Fallen Enchantress, though - it's already a substantially better game than WoM. But then, I've had GavCiv and Fall from Heaven continually installed for years, so, there is that. I do a lot of software design/testing, and I've worked on board game design as well,

0 Replies 2,923 Views

There is one pretty straightforward way to deal with this - one that thousands of wargames have already hit upon. Simultaneous damage. Give the attacker a damage bonus, but make both units hit at the same time, either way. This allows you to keep damage breaking down your units effectiveness, which is good, but eliminates that whole "first strike" issue.

77 Replies 31,052 Views

Have any of you guys played Dominions 3 - a lot of what you're talking about is in place in that game, and implemented very well. There are specific counters for each tactic, each troop type, each magic set, but the AVAILABILITY of the counters is limited by tech level, magic type, resource availability, wealth, time... You present this stuff as being simple, but you have to look at it in the larger context of each game - yes, if I am fighting an enemy who summons a lot o

82 Replies 161,876 Views

I'm a little curious about why all the rock/paper/scissors bashing is going on here? It's obvious that the game is going to be considerably more complex than: infantry better than archers better than cavalry better than infantry. But some weapons and armor DO have advantages in some situations. They MUST, or why build anything except the cheap knives and leather armor? Managing trade-offs is what makes games like this fun, and what makes tactical combat intere

82 Replies 161,876 Views

Frogboy, you're looking for a level of complexity somewhere between something like Civ IV or Elven Legacy and Dominions 3, right? Far as I can tell from the game specs so far, the army building/development is going to be: Take guys (and gals). Give them equipment. Train them. Upgrade equipment as resources/tech allows. That means that you are always going to have at least 3 different types of stats interacting (possibly 4 when you d

82 Replies 161,876 Views

I think the important thing to consider here that each value for a weapon has to lead to interesting trade-offs. Each value should be particularly useful for some reason, and should carry accompanying limitations. Your club/iron helm combo there is an interesting example. By those rights, I would be better off using the dagger against that helm, but a mace is actually a much better weapon against most types of armor than a blade - softer armors moreso than rigid ones, but

82 Replies 161,876 Views