Philocthetes

Philocthetes

Joined Member # 712145
65 Posts 3,909 Replies 2,353 Reputation

[quote who="Keemossi" reply="5" id="2700766"]What's there to manage? Pay for pioneer and build town next to the resource you want. Then forget about it. It costs a bit more to claim a resource now, but that's about it.[/quote] Yes and no. Sometimes there are resources outside my influence but too close to another settlement, so a Pioneer can't build a new settlement. I can see how it might be unreasonable to let them build resource camps on the other side of a continent from y

11 Replies 49,231 Views

[quote who="Twohawks" reply="1" id="2700389"]you can build on any resource in your towns area of control, click on said resource choose build option...[/quote] Thanks very much, I was beginning to think I'd broken my installation with a wee alt-tab crash.

11 Replies 49,231 Views

I kinda like how they're keeping me cautious even with the difficulty set on Normal. Seems like an 'organic' way to help avoid the colony rush problem, or at least the start of a good way to avoid that. On the Startling Observation Channel, I just saw a brigand that had Essence. The Details UI gave no hint of whether the bugger knew any spells, but he appeared to have potential as a hedge wizard on top of quite formidable physical combat power.

9 Replies 5,935 Views

Mana Collector: Expend some multiple of mana (2x, 3x?) to store one additional mana over the spellcaster's Essence. (Trait could apply to both units and items?)

105 Replies 351,770 Views

[quote]One way to do this and make it interesting is for being home to add to slowly increasing benefits, so that there is an incentive to keep the hero there. eg if he's there for less than 10 turns, provide +1 bonus, 10-19 turns, +2 bonus, 30+ turns, +3 bonus.[/quote] Interesting. I might very much like something along those lines, especially if it worked as a sort of 'local experience' and the given champion could leave town for a while, return, and regain some part of t

14 Replies 16,868 Views

I'd rather open list windows for that kind of info as well, especially if the option came paired with the ability to disable that 'tree' stuff and reclaim the real estate for the main map.

3 Replies 1,099 Views

I haven't had a brigand assault on a town yet (I build defense units ASAP and don't build a second town very quickly at all). The fun thing I did see in .98 was when I lost a recruited champion who was alone on a long-range auto-move to my capital.

9 Replies 5,935 Views

[quote who="Chehalden" reply="2" id="2697351"]Windows already has this function built into it in at least xp/vista/win 7 To go out of there way to make this functionality in the game would in my opinion be more trouble than its worth. For vista/win 7 go to control panel > ease of access center > "make the keyboard easier to use" > "Control mouse with the keyboard" For xp: Control panel > accessibility options > Mouse tab > use mouse keys<br /

7 Replies 5,485 Views

[quote who="Admiral100" reply="27" id="2692733"]... Conway Twitty and Barbra Mandrell ... [/quote] Hank Williams, Sr., and Patsy Cline might do better for that 'epic' fantasy TBS feeling...

83 Replies 264,384 Views

Even though I've hardly done any fighting at all in the builds so far, my main vexation with the sprawl-snake-starfish thing is that it seems pointless bother without a framework that supports both wall-breaking sieges and urban combat after the attacker has established a beachhead of some sort. I like playing with Legos and I don't think the prefix "sim" implies an insult, but cities so far seem like they offer too little fun for too much clicking. Probably what I want is more abstra

15 Replies 51,812 Views

Follow up with some Dead Can Dance tracks without lyrics. It won't get you back to the testosterone tones of the Conan soundtrack, but they'll definitely encourage an Elemental frame of mind.

83 Replies 264,384 Views

[quote who="Tridus" reply="6" id="2691920"]It's pretty unlikely now, yeah. I understand that people shouldn't have 14 kids in 100 turns, but zero kids a game kind of negates it. Maybe it should be on a sliding scale where your first child is 1/30, then 1/50, then 1/100 for subsequent kids. That'll pretty well guarantee you one child if the game goes any duration, but you will see some randomness in how many you get after that.[/quote] This sounds like a very good approach to me, even

17 Replies 52,615 Views

I've not played with cheat codes nor managed to fully explore a map, but in .92 I can't seem to get a large map without a very close neighbor, which definitely makes it feel cramped for a snapping turtle player like me. That plus the wildly reduced chances of dynasty offspring have me wishing that there was a new build already...

6 Replies 3,061 Views

Perhaps a Disable Knowledge Brokering option could work as well here as it does for GalCiv2. For a long time, I disabled tech trading in GC2 because I have an irrational conviction that the AIs form a trading cartel that excludes the human player. When you disable just the brokering, it leaves you able to do some trading but seems reduce or eliminate the problem of AI 'insider trading.' Edit for non-GC2 folks: The Brokering Option was added long after 1.0 and disabling it mean

11 Replies 8,243 Views

Since the 3D level got included, I've tried to use it as 'normal' view. But I'll probably end up treating it just like I do the 3D level in GalCiv2--something for the occasional eye candy break. And that's not just because I run on a weak rig and want the performance boost. The cloth map is an amazing improvement over the GC2 strategic map in terms of being nice to look at. Maybe it's just my crappy vid card, but I think it's better-looking than the 3D views. 3D for tactical

26 Replies 19,954 Views

[quote who="Denryu" reply="18" id="2691926"]The community has been wondering why the magic system has not been part of the beta for a long time. For this game, magic should have been very central from the get go, and with the community feedback it is hard to imagine where that part of the game could be. "We told you so!" Live and learn, eh?[/quote] That's maybe a tad harsh, but maybe I'm a tad too optimistic about what the devs might pull out of their collective

56 Replies 108,659 Views

Seconded. Especially if it comes with an option to disable that 'news dock' entirely so us folks with humble rigs can see a bit more of the map, save on animation overhead, and avoid tedious housekeeping clicks in a busy game.

2 Replies 2,961 Views
Reply to The UI.. in War of Magic

[quote who="Sethfc" reply="11" id="2686398"]I hope they improve the GUI and UI yes.[/quote] Props for making the distinction between GUI and the full UI, which alas looks to be heading towards a heavy GUI/mouse bias. I'm rather sad to see the Keyboard tab gone from the Options window in the latest builds and I'm getting seriously worried that there will be no 'proper' 8-direction keyboard navigation for selected units (the game still seems unable to distinguish between k

15 Replies 9,137 Views

Dividing up combat XP 'reasonably' is a minor thing to me. I'm still highly frustrated by the lack of XP for noncombat units who work steadily helping in pop centers. If a champion is an administrator, farmer, scholar, or trader, why doesn't he or she get better after doing that work for some period of time? Why not have them gain value in their non-combat function automatically and leave their base stats alone unless they got some field experience? The current model makes me

18 Replies 55,270 Views

[quote]Call me what you want to call me, stupid or paranoïd, but I downloaded Dropbox yesterday and stopped short of using it when I read the Terms of Service and found sentences like: - YOU CONSENT TO ALLOW DROPBOX TO ACCESS YOUR COMPUTER...[/quote] Yup. Whatever fools ruined fogbugz for us good citizens put me out of the serious reporting crowd because I'm also 'whatever' about third-party crap and 'free' online services. Here's hoping that Stardock does well

59 Replies 39,180 Views

Are those armadillos or rats down in the bottom front? Do y'all even have 'dillos up in the Other Peninsula? And being able to put place names on the cloth map would be awesome.

41 Replies 148,647 Views

In an unrelated thread that I can't find quickly just now, a dev (Cari?) said that there won't be event logging in Elemental. I'm still hoping that rich logging and some UI to work with it might be part of an expansion pack. I might pay $20 for a good enough stab at the idea, although I'd probably trade 'high level' (cities, armies, treaties) logging for good details on each champion if it meant we could get anything at all. Of course having it all would be sweetest of all...

4 Replies 26,876 Views