[quote] I can flip a coin heads up 15 times in a row if I loaded enough times (0.00003% chance).[/quote] https://en.wikipedia.org/wiki/Gambler's_fallacy
Firefly2442
I think one big thing that would help is if all monsters and quests changed difficulty as you the player progressed. In one game I'm playing, there are two giant dragons in my territory that have a frightening attack value and are immune to magic. In order to take them out, I need to get much stronger. However, there's really not much else left in terms of stuff to level up my units, so I'm basically stuck. That's really annoying. Just adjust the
It would be great if the AI could have differing strategies to employ based on their characteristics. When you talk about ensuring each of the groups are distinguishable from one another and have really interesting differences, this could be one other area to compare them. It's something that would be apparent to the player as well.
When moving units around on the map, show the number of turns it will take to get to the destination. In addition, show in a different color how far they will go in the current turn if they move there. Otherwise, you just click on the map and have no idea what's going to happen or how long it will take. Making it a two click affair (one click shows the path, the next click actually moves would be helpful). Hitting escape takes me to the options screen wh
A penguin huh? Maybe this means linux support for all Stardock games! (I know, I know, probably not... but I can dream.) [e digicons]:grin:[/e]
Is it possible to use video card memory for storage as well?
It would be nice if we could see the age of our children. Knowing how long until they're "grown up" is important.
Yeah, I'm just thinking this would give a better indication of quantities up or down each turn.
I have a suggestion for the display of global resources on the top of the screen. Instead of hovering over each resource to see how much is gained or lost each turn, just put that amount right on the screen. To the right of the resource, put (+amount) in green or (-amount) in red depending on if the resource is increasing or decreasing. This would make it much easier to use. [IMG]http://img8.imageshack.us/img8/1553/elementalw.jpg[/IMG]
I was thinking guard would make them patrol around your area of influence. It would be kinda nice to have them move around your city and defend the outskirts.
There should be some indication that the siege is actually going on, some sort of animation or graphic on the map because it's not enough to just click the siege action. When I tried it, nothing happened so I just assumed it was broken. There was no message or anything so I just thought it hadn't been implemented yet or something.
Just saw this thread: https://forums.elementalgame.com/402975 I had a unit that was autoexploring, but it doesn't show him as doing this. However, when I click on autoexplore, it continues the turn. So, it's working, but that's still a fairly noticeable bug.
I have a game in 1.1 where when I click next turn, nothing happens. I was building a new city right before this happened. I also noticed an oddity in the game where a unit I designed shows up twice. I had noticed earlier that the unit's portrait had gotten changed to the portrait of another unit I built so I went in to fix it. After this, the unit shows up twice. Here's the save file: http://
In addition, I thought it was cool in GalCiv2 where you could initiate so much trade with a faction that they didn't want to declare war on you or anger you because if trade was cut off their entire economic system would collapse. That's the kind of real life economic/diplomatic power that made the game so interesting. Can anyone comment who has played the beta?
How does the diplomacy in dealing with other factions compare to other games such as GalCiv2? Is it more or less robust? I'm curious because this was the greatest strength of GalCiv2 IMO. Thanks.
[quote who="Femmefatal48" reply="204" id="2407021"]I think that is key Tormy is give us options like in GalCiv2 you know like tech trading on/off switch. Those that want to play with the sovereign dies game over can and those that don't want it can turn it off. I don't see why this has to be such an issue and dividing point. Create a switch and everyone is happy. ) I really think it is going to be a major issue with the selling point if it's one sided. I've been reading other forums and prosp
What about instead of dying, the main character gets reset at capital city with no experience and loses all special abilities and items? Kinda like in Kohan how they were immortal and could die but then you had to spend money to unlock their amulet? Otherwise, if there's a risk of the person dying and me losing the game, I'll just park them in my main city and have them do research or spells or something. There's no point in risking it.
I'm just curious what 3D game engine is being used for this title. Is this something that was developed in-house or licensed from a 3rd party? It looks great so far, kinda reminds me of Kohan Immortal Sovereigns (that game ruled!). Good luck with the development. Cheers.