[quote who="Burningpet" reply="7" id="2788696"] Well, i think that a spy unit , which could go either stealthed or "dressed up" as an npc or monster, could address the AI situation, given that this unit could walk inside enemy influence teritory.[/quote] An espionage system could do wonders for allowing the AI to "discover" the opponents strength. I'd do a combination of designating funding (like in Gal Civ or Civilization IV) as well as an "Agent" system (more like Civ
James009D
Not a bad idea. I haven't look at it yet. Could make some of the later diplomacy techs more worthwhile.
Nice. Some of us have work to do! :D EDIT : I think I uploaded my skin /mod. Let see if this thingy works :)
Ugliness is genetic. HAHA! [e digicons]:D[/e]
Looks great! Have you adjusted any of the costs to make them more balanced or sensible? EDIT : Just realized the above statement was vague, I was mostly referring to the weapons. For example, the short sword was as expensive as the Axe (not sure if this is still the case). They really needed some comparative spreadsheet balancing.
Excellent suggestion. It should just transfer all the stuff to the highest level surviving unit (easy way) or add an additional "Loot" screen (more professional).
[quote who="tjashen" reply="3" id="2787042"]I still like my idea of higher level champions giving a bigger bonus. Gives you an 'excuse' to put them at risk in the wild for a bit before 'retiring' them to a desk job. For example, an Administrator gives a 10% bonus currently. For every level above 1, he would provide an additional 1% bonus. It's not game breaking, and would make your higher level champions a little more interesting.[/quote] I completely agre
Happy birthday! [e digicons]:beer:[/e]
Have you tried the " Abilities and Traits Mod "? While this doesn't make them invincible it does increased their durability and usefulness.
Personally, I went in an increased the time it takes to build Pioneer units by 10 turns and slightly increased their cost. This makes it more expensive to build them and makes them longer to build which results in less overall Pioneers and slower city placement.
Alright, after some delay, much running, and literally jumping over fences I've finally released the .46 update. This re-implements the old "Organized" trait (still as "Disciplined", high cost) and makes heroes a little more useful by giving them a bit more HP, small dodge bonuses, and some bonus morale. http://www.mediafire.com/?a9xdsi62pah7ac1 .46-
Most either apply to the city they are stationed in, don't require you to do anything, or don't work: Bards and Royalty don't seem to work, Merchants don't need to be stationed to gain income, Administrators need to be stationed for the 10% construction bonus. You may want to check out the " Abilities and Traits Mod " or see Heavenfall's "Hotfix" fixes . They fix or improve the abi
I'd like to see Towers build-able outside the city limits (worker unit, anyone?) but I'd also like to see the addition of build-able fortresses (unique upgradable city hubs) that can be used for military defense and bonuses.
No CTDs. Good mod. Just tried V4 and it seems to be working great. This is an excellent mod. [e digicons]k1[/e] One thing I'm noticing (which is probably not even related) is a lot of bald people in my games being randomly generated.
As far as I can tell doesn't work yet for abilities. Hopefully this will be fixed in a patch.
Excellent idea! I was thinking of having a "Walmart" type minor civ but never got around to implementing it properly. This should be fun!
Just add a +1 food bonus to markets to cancel out of the -1 food cost. No need to create a new building or anything. It's a small and efficient fix.
Doesn't seem like to many people are sharing them. I think it'd be fun to see what other people are doing and to, possibly, play against them (in singleplayer).
I got Civ V yesterday and while I'm impressed with the game it just doesn't bring me into the gameworld like Elemental does. In Elemental I have an immediate connection to the gameworld with my sovereign unit. Secondly, I can design my own units which is very cool, albeit somewhat limited. Elemental has more revolutionary features then Civilization V. That being said, Civ V is much more finished then Elemental is. The graphics are much better, terrain looks nicer, and plays smoother.
Back in town. An exhausting week! I can update this tonight but the likely improvements are basically the re-implementation of the "Organized" trait (still as Disciplined). Regarding this doesn't currently work for ability bonuses, I've tried all sorts of combinations to get this to work. Still waiting on Stardockians to implement this. I spoke with a dev a while back and the good news is that this is on their To-Do list.
[quote who="Eisenhund" reply="42" id="2779031"]The way I see it, and as some have mentioned, it's the overly simplistic, non-tactical battles used in GalCiv and now Elemental. It's boring as all get up. To me, GalCiv II is really a Sim 3 style game. Make stuff all perty but that's about it. In my recent games of MOOII, I found the combat much more fullfilling and ship design more interesting. It isn't just a Lego set. Just look at weapons development.
hehe, I've had some weird advisors before. My dog once told me what to do, I laughed... but he was right. He was my best advisor!
MOOII was... is still one of my most favorite strategy games to date. I don't understand why nobody can successfully re-invent it. Don't get me wrong, I love the Gal Civ 2 series, especially with all the expansions, but it's still missing some of the inginueity, charm, uniqueness, and technologies that MOOII had. I cannot help wonder why no one can make a good sequel to MOOII. It may be due to some of the "best practices" in
Good idea! I'd like to see this applied to more then just the spouse but all champions.
I don't like the food cost for markets. The first thing I do is mod the file to remove it. Some resource production from buildings is acceptable and realistic. If your going to put a food cost on it then make the benefit more worthwhile or give us an income based on ALL the city production (food, materials, iron, crystal = more gold bonus).