[quote]This, in turn, leads to performance problems, since the game has to keep track of many more units/stats than it needs to (up to 12x more).[/quote] You seriously underestimate performance of modern PCs. It does not really matter whether you keep track of 100 units or 10000, esp. in TBS. Even with most simple data containers, you will start noticing any performance decrease only when reach 100k-1m ranges of items. Just look at the way Dom3 handles it, with keeping track of age, w
DKL
[quote who="EviliroN" reply="28" id="2788935"]doesnt he say those are pics from beta?[/quote] Well, at least not from open beta. "PAX" is game expo, as I understand, so its more like demo rather than beta.
Are these pics actual screens of the working engine, or just mockups from designers? Some art there and UI is much more awesome than what release version has.
In one of my games I had daughter inheriting organized trait and having 10+ movement points. With some levelups and gear she was blazing across the map with the doom stack and wiped everyone quite fast.
[quote who="ddem1" reply="233" id="2785550"]Well this one is flash but it's so awesome, if you like fantasy, loot, skills, tower defence blah blah http://www.kongregate.com/games/undefined/protector-iv?gamereferral=protector-iv just check it out, you won't regret it[/quote] Time wasted: 15H Still couldn't unlock some scroll talents tho, they are missing in the shops it seems.
[quote]it's pretty clear that some big city will perform better in the long run than a lot of smaller city[/quote] Oh really? Question: which is better - lvl5 city with no resource nodes or 5 lvl1 cities with resource node each? Answer: 5 lvl1 cities. Because population itself (and city level) mean nothing. They do not produce anything. They do not even speed up troop building. Brad's concept is much better because it gives you a reason to lvl up your cities.</
Yeah, I noticed lack of loot too, but given the amount of more bothering issues, didn't post about it. Heroes should definitely drop all their items to winning side, esp. questing stuff. It would be hilarious to ruin your master quest by losing part of anvil
[quote]Outposts will no longer providing any free housing so there won't be a reason to spam them out other than for strategic reasons[/quote] This concept sounds great overall, much better than current system. My only concern is AI's love to build houses in useless outposts, hope that will be fixed when specialists are implemented.
[quote who="Tridus" reply="17" id="2784751"]I can only imagine what you find interesting.[/quote] SpaceEmpires series? IV and V were great, altho V was step towards friggin 3D with all the unstability and look over depth.
[quote]better "graphics" "mods"[/quote] Tilesets are unneeded. ASCII Unicode is only true way to play it.
[quote]Anyone got a good reason?[/quote] Well, only reason why I HATE city spam in EWoM is that I have to conquer all these cities, and its annoying. If I start war past turn 200, I end up with TONS of unneeded, poorly placed and poorly developed cities from AI.
[quote]Brad nuked the thread the idea was originally posted in[/quote] What? https://forums.elementalgame.com/397448/get;2782949 https://forums.elementalgame.com/397448/get;2783428 Definitely still there
EWoM is already as Civ-like as I could tolerate. What exact features would you want from it? I'd prefer to have more Dominions and MoM in EWoM rather than Civ. Oh, and SMAC's unit designer. I can't believe SD managed to fail so much with this feature. We need some classic rock-paper-scissors choices in design, beyond the cost. Oh, and chassis. Why the hell we can recruit ogres, darklings and other such stuff but we can't dress them up in w/e we want? Ogre in full plate with lo
Yep, item forging was great feature of MoM. Hell, I'd be happy to have even Dom3's forging. EWoM desperately needs EPIC gear for heroes.
Hard to give estimates in such matters. Its as well can be 'never'. Brad and team don't have solid game design in mind, so maybe they will step on something great, maybe they will ruin whatever fun this game had. They plan to change many mechanics of the game, and we have to play these changes first before judging the result. Brad said first big change will go in Oct.
[quote who="Nick-Danger" reply="84" id="2783665"]Example -- we have 10 traits and 1 is way more powerful. The Devs can spend their time to lower the 1 overpowered one, or spend 9x more time to raise the 'underpowered' ones (with 9x more chances to screw it up and have one or more end up overpowered and have to do it all over again). Meanwhile, raising the power of all 10 traits will likely affect other parts of the game and require their tweaking... The end result (if done pr
[quote]Balanced means that there is no obvious good or bad choice, so you can pick any of the availible options you want without weakening your ability to play.[/quote] But, as stated before, 'balanced' is not ultimate goal by itself. FUN is. As long as factions are balanced, its all good. I totally dislike this 'nerf everything' mentality most game designers have. Organized was too good? Add some other worthy traits and its all settled. Game is too shallow as
[quote who="marlowwe" reply="48" id="2783109"]One of the primary reasons why ANY game is fun is because of balance. By allowing players to have the sliders you suggest, you're essentially throwing balance COMPLETELY out the window. Without balance, you cannot adequately challenge the player. Without balance strategy cannot develop. Without balance there is no fun.[/quote] You know, challenge comes from AI, not from fighting with UI and boredom. Nothing stops AI from using same exploit
[quote]there is nothing in this game that primarily costs materials[/quote] Some resource buildings cost only materials, like gold mine.
Seeing many suggestions to nerf archery, I can't help but mention how underpowered archery is in late game, once everyone is in metal armor. With best ranged weapon being longbow with 6 att, even 12-unit stack has problems doing any damage to opposing stacks in armor. We need some late-game ranged weapons, like crossbows, arbalests or enchanted longbows. Something in 10-20 damage range. It would also make sense to make such weapons require no mounts, and take all AP to fire.</
I have to agree with OP - after trying to start few games in 1.08, I went back to 1.07, I can't bear so big slowdown of gameplay. I enjoy my large maps, but I don't want to play for 2000 turns, moving my armies single tile per turn. I dont care much about making these 1-resource buildings useless, since I usually relied on securing proper sources rather than city spam, but now my outposts will have 0 buildings in them. Great idea, SD.
[quote]Seriously, I would love to be able to say "Iron ore eh? Meh, got plenty of metal, build a library!" [/quote] And 'old knowledge' would magically appear in that library? You know, libraries are not solid metal or stone. Their primary point is to keep books. And books should be written by someone who already has the knowledge.
I partially agree, but it all would not matter if Brad or game designers knew what kind of the game they want themself. Its scary to consider how much stuff was re-done during beta and post-release, like there was no design at all beyond 'ohhh, this feature would be great to have!'.
I don't think 'slowing down' is good idea, most likely they work on normal 40hrs/personweek schedule anyway :P However it would be good if they separated balancing, mechanics altering and bugfixes. Working on private balancing branch and releasing bugfixes patches meanwhile would be more reasonable approach, rather than dropping these quite confusing rules changes with each patch upon us to play test. </p
[quote who="Robert Hentschke" reply="76" id="2775479"]If a sword costs say 3 metal and assorted other things to produce and I get nothing but "a sword" in the shop, then why should I have to pay outrageous sums to get the same sword for the sovereign? If the shop sword was noticeable better, maybe, but even a branch, crudely chopped off a tree costs more than building an entire city. Hello? If the city can produce troops with metal weapons then it should be able to produ