For clarification, I beleive the free 'low level' tech mechanisim should work like this. - old techs will eventually turn GREY (this is after you've passed them over them around 8 milestones in that same category) - when a milestone is completed, the game will look to see if that category has any outdated 'grey' techs - if so, there's an overall 10% chance of getting one for free - if you roll a freebe, then it goes through and does the random roll on each outd
ScottTykoski
[quote]As stated by another poster I think it would make it always preferable to pick the rare red tech and try to drive as many techs down to grey as possible.[/quote] I disagree. You're still making a choice of one thing over the other...and you dont INSTANTLY get it when it turns grey. You may have to hit 10 additional milestones to get 1 low-level freebe. [quote]No no no, if we do so we end up in a situation where eventually, no matter what, you end up with all the t
Gonna have to veto this converstaion...we originally had rivers ON tiles and, after discussing it over internally (and with some insight from Soren Johnson and the civ4 team) we're definatly going with the 'inbetween tiles' method. The crux of the matter is that rivers are interesting and strategic from one major point: which side of the river are you on? When placed between tiles this logic is built into the map system...youre on either on tile x or tile x+1. Plac
[quote]One question - after reseaching to Warfare III (30 pts), if I switch to Civilization I does it cost 10 pts or 40?[/quote] 10 pts...each tree has its own counter.
I can see utra-rare resources like this...luckilly it's just a value that can be 0.0 or 0.05 with a flick of the wrist :)
[quote]Does that explain it adequately?[/quote] Perfectly :)
New features == spurradic stability :( We'll be fixing as we go. One of the many 'joys' of PC development...your user specs are a moving target.
Awesome...how many turns in did you get?
As stated above, we have Mason Fisher on the team, (remotely) busting out some pretty great amazing tunes for the game. We've also added some new technology that should allow for considerably more varied and interesting themes to be used (and looped) without grating on your eardrums (which is why the themes in GalCiv2 are more ambient in nature).
[quote]Also, you have to auction your shirt afterwards![/quote] Yes, that whole thing got a bit... odd towards the end. Glad we could help clothe your daughter :)
lol It's funny that Anthony is the nicest, most humble guy...and that's the picture he uses. Don't be fooled, he wouldn't hurt a fly ;)
Hey Everyone! While we've been busy on all sorts of things (Betas, mostly), the seats in the office that once collected dust are starting to fill! We've added 3 new people to the team over the last 2 weeks... Kay Fedewa
Camera Weirdness has been narrowed down (go to right side of screen to activate autopan, left click and drag off, release, still panning). The current fix is to re-rollowver the right side of the screen. The official fix will be in the next build ;)
We're also getting random crashes that seem to be a timing issue with the downloading of the data.zip file. Please try a few more times to see if you get through, or if it always happens. Thanks!
[quote]Well then, the last map I was playing on had faaaar too many resources
[quote]I can add them again afterwards. Is this intentional, or should I have only good factions as my enemies?[/quote] May be a throwback in your prefs.ini...try deleting that file and see if you can still select them. I meen, it's not the end of the world if you can play as them...we're just trying to weed out bugs related to missing assets.
There are actually 2 known issues ATM... 1. Canceling a Building from the queue will add the plot back, but not allow you to build upon it. 2. The situation that Annatar's explained We'll be looking into these for an update build next week.
Like Fire dmg, Ice dmg, wind dmg? I pretty those are planned. What isn't in the playbook is Piercing damage, Blunt damage, etc. If it's mundane, then it just get's a boring 'ol Attack stat :) Unless it's enchanted, in which case you get the specified magical bonus. Is that what you're looking for?
[quote]When will it open again. Arrrrgg[/quote] We're shooting for a Beta 2 in December - January. Needless to saw Beta 2 will be considerably more enjoyable than what's available now...which is painful :( Let the tears of the current testers build a river of enjoyment that will carry you straight to Beta 2 :)
[quote]So if/when Boogie starts updating again...[/quote] Remove that 'if' my friend...those twiter updates are top on list (after everything else) [e digicons]O:)[/e]
BTW: I'm cleaning up the Map Generation code...it's been passed around between about 4 different people and needs some organizational love :(
[quote]"looking at code x", "fixing the UI"[/quote] I always feel so cheap putting out updates like that, but I suppose that IS what it's for. I'll try and get some more going soon :)
No pokes necessary...ill be starting back up after 1c :)
[quote]What kind of debate ?[/quote] He's just saying that players should refrain from suggestion heavy posts until the system is in their hands...otherwise we're just throwing around hypotheticals. Beta 1b will be the starting point for where we take the economic system. It's very robust and extensible, so we'll have time to try alot of different things until we his that perfect balance.
[quote]So wait, we have to harvest wood now? [/quote] Not necessarily, our resource system is built around a 'BONUS' mentality, opposed to a 'CAN/CANNOT' system. The only resource you NEED is the required gold. Everything else either gets pulled from storage or gets factored into the otherall 'Time to Build'. So let's say a Watchtower has a base labor cost of 10 and requires 15 units of Lumber. If you have enough Lumber in storage, then you're looking at 10 turns unti