[quote who="FutileEmotion" reply="13" id="2526297"] BACK ON TOPIC, we've discussed the magic vs. might option for keeping end games interesting. What other ideas and options do we have? What wars, historically, have had a suprising ending, where the "winner" was not who you might have thought?[/quote] Underdogs win 63.6% of the time if they use unconventional strategy. However, i think chances are so high because enemy isn't prepared to counter that unconventional
Ellestar
[IMG]http://img191.imageshack.us/img191/2782/negativetiles.jpg[/IMG] Neabrarae have basic houses only and still has -4 tiles. So it's not a lumbermill bug that was already reported.
How to make cities different from each other? I think there should be different development paths open for them. Instead of a library and barracks in every city, you'll have three different paths: 1) Might . This one will be what everyone expects - libraries, barracks, big population etc. Makes troops like spearmen, slingers and paladins armed with adamantium weapons. Researchs non-magical techs. 2) Magic . Magical tower, then magical stronghold
[quote who="AG3" reply="11" id="2512523"][quote who="Servius" comment="10"] I pray every night that my pentium II, 250megs of ram and my voodoo II video card can run this! [/quote] Can you even run anything past Windows 3.11 with that? [/quote] Actually, 386SX with 8 or 16 Mb RAM (i don't remember for sure) can run Win 95 if you're creative. And 64 Mb is ok for Windows 2000, probably for XP too.
[quote who="Ephafn" reply="27" id="2511223"] You are right when you say that military conquest is expansive. But any military expanses or economic penalties are short or medium terms problems. The research bonus however, is extremely powerful in the long term, long after your armies and economy have recovered. Furthermore, these penalties do not depend much on wheter your military conquest was successful or not, so it reinforce further the "winner advantage".[/quote] You trade
I prefer something like an outpost from MoO2. You put it on a resource and that's it, you don't need to micromanage it at all. The last thing i need is to have several dozen of villages to micromanage in addition to anything else that requires micromanagement. Or that village should be completely automated, like in Civ 4 (cottage>hamlet>village>town, automatic growth)
[quote who="Nesrie" reply="42" id="2510478"] So I guess this answers my question about whether custom games are going to rely on outside servers to fuction properly since games are saved to Stardock servers, which is... unfortunate.[/quote] Already answered in the dev journal about multiplayer, you can host your own game on your own server https://forums.elementalgame.com/373543
Count me in
[quote who="Ephafn" reply="25" id="2507782"] Well from what you wrote, I think it all boil down to a matter of preference : should expansion (military or otherwise) be rewarded with faster research? My answer is no and I would guess that yours is yes. I find that the additional resources, military production and economical base are enough rewards for expansion, and adding faster research just overly favour expansionists nations. It is a game mechanism which actively help winners and obst
I think the best micromanagement solution comes from the game Birthright: Gorgon's Alliance, a former tabletop game. You can make only 3 actions each turn, one extra action with one of the artifacts, and IIRC one extra action with a leutenant. Micromanagement is about the same for a huge empire and for a kingdom with only one region.
[quote who="Ephafn" reply="23" id="2502327"] How is building libraries more micromanagement than building houses, farms, barracks or any other building for that matter? But yes building research infrastructure in other games result in faster research. The problem is that simple growth (let's say increasing your number of cities) also speed up your research.[/quote] It isn't any different but that's not a good reason to add extra micromanagement either. [quote who="Epha
[quote who="Nedryel" reply="3" id="2495299"]The idea of dynasty would be even better if the soverigns had unique traits. Then, having a sovereign die could be fun, just to get another trait, that would change the kingdom's strategy^^ Some leaders could have trade improvements, build slightly faster, etc. but there could also be some "bad traits", with negative influence^^ Could also be fun to be able to murder an opponent ruler, to make it lose his trait <br
[quote who="Ephafn" reply="21" id="2501443"] I think this is the key point of your post : No, wealthy trading nations should not be considered large. Wealth should not be considered in the formula at all. Rich nations with a strong infrastructure should be getting a research advantage over poorer nations. But I believe that a rich Belgium and a rich France (much bigger and with more population) should have about the same research potential (and with the same answer if both are poor). The
[quote who="Frogboy" reply="34" id="2471004"]Re planes. Planes were in those early games because of the memory limit. We don't have that memory limit. 640k is long gone. Bigger maps.[/quote] Planes are completely different from a strategic standpoint. Bigger map is just a bigger map, it doesn't give you any additional ways to attack, and you don't need any special kind of defence against it. Bigger map doesn't have that "multiple planes" flavour either.
Why can't i marry males to other families and keep females? IMHO female rulers should be allowed, like it was in MoM.
"Save" button is grey. I tried to delete prefs.ini and to reinstall the game (as suggested in that thread ), and it doesn't help. screenshot debug file
[quote]Plus, then you don't have to go and find where the variable is declared in order to know what type it is so that you can use the same type in your for loop.[/quote] Visual Assist X helps a lot in that case. I used it when i modded Civilization 4 C++ code, it saves a lot of time when you need to change someone else's code you don't know.
[quote who="111bigtime111" reply="6" id="2119948"] crashmatusow please try the game before you bash it. If you don't like it after that then that’s reasonable enough, but don't dismiss it before you have even tried it. thanks. bigtime[/quote] Fine, let's consider it... Ops, there is no manual. How do you plan to play a strategy game if you don't know what to do? That's not a strategy game at all, it's another online bullshit pretending to be
Active: Spectromancer (online strategy card game) - my primary game at that moment CS: Source (FPS) - some shooting for fun :) World of Warcraft (arena PvP / MMORPG) - soon i will start to play it once again with friends Recent games: Massive Assault Network 2 (TBS/Wargame) - classical wargame online. A little too slow for my style, but a really good game with a good multiplayer balance, ladder and tournaments. Quake Live (FPS) - repackaged Quak
Civ 4 is much better than Civ 3. Civ 3 core mechanics was boring, i stopped playing after 5 games (4 of them incomplete). I played Civ 4+expansions for 2138 hours http://www.xfire.com/profile/ellestar/ (about 3/4 of it online) - more than any other game i played in 18 years of gaming.
That's a very easy question. Omnipotence, of course.
I hope Elemental AI will have a strategic AI layer and a tactical AI layer. Too many TBS just move units somehow and make units/buildings without any strategy or goal at all.
Actually, ICBM flight time is up to 30 minutes. And SLBMs may hit targets in several minutes if missiles will be lauched with a low-apogee trajectory and submarine is near the shore. Accuracy will suck in that mode though, so it's ok only against cities or it may be detonated above enemy missile sites in hopes of destroying enemy ICBMs in their boost phase (accuracy is too low so to target hardened missile silos themselves).
Archangel from Gundam SEED
91 Hovever, i'm not sure if that number says anything. Say, i strongly agree that "It is wise to flatter important people." But i don't do it. In other words, i think that Machiavelli is mostly right, but i prefer to live like i want, not in the technically most optimal way.