[quote who="Megajames75" reply="14" id="2594934"]I have an idea that might improve that in several ways. At the moment it looks cluttered is almost to much choice. Instead of giving a separate icon for each colour of clothing, why not have an icon for each unique type of clothing, then a slider, or a selection of available colours. This appears to be partly implemented with the main and trim colours. Would
XeronX
While I defeinitely understand that by making the building of housing consume food vrs the population consume food as a much simpler mechanic. There comes a point where you can possibly oversimplify and lose the magic of the experience. While I would completely support this system (I am not the one spending hours of my life making this game and appreciate the hard work of those who are) It just feel wrong on a very basic level. But more than the point of an emotional aurgument
I am thinking that they are thinking more of a baulders gate style system :-(
"Beta 1 is not about game balance. If you’re enjoying beta 1 then we have failed as beta 1 should not be remotely fun (I’m seriously about this guys because if it starts feeling fun it will create unanticipated inertia towards certain game play elements that we may radically change for beta 3 – ask anyone who’s ever been in a beta before, people get really invested in bad game concepts that they get used to)." </
Classic Battletech tabletop hehe
A trick I have found and currently use is clicking on the city. Click the little silver sheild near the center portrait. Select a Unit and hit Eject. This should move the unit outside. (There's more, wait for it) Then take the ejected unit and move it to a differnet square. (very important) then click on the city and repeat the process for every single unit one at a time. It can take forever but generally works.
Give the old classic MoM TB grid like in that screenshot anyd ay. But mabey thats just my age showing. Damn twitchy kids make me feel old enough anyways in FPS's. TBS's are where my older, wiser, and more experienced self should school them ;-p
I beleive they said there would be an option for both, not sure though. Trying to find and old post in forums is like .. well.. not recomended.
You make some good points. Food: I also think food should be a requirement of population and not housing. Mabey factor up the amount of food a garden or farm provides and link it to the total population levels of a city. But house just doesn't feel right requiring food to build. Prestige . I hadn't really thought about destroying prestige building after capping. 1 Because I just assumed if you ran to far negative
I was just wondering if it was possible to get an idea from froggy about what they envision the tactical combat engine will look like. I know it isn't till beta 3 or 4 and I am not in any way advocating or saying I want it right now. But after 40 or so playthroughs already I am curious what we can expect for a starting point. I.E. are you guys envisioning a MoM type combat engine for the turn based, or are we looking at more of a Starcraft like real time eng
The dowside is for those OCD oreiented players... like myself. Who really hate a bunch of stuff cluttering up our screens. Now if the game had a save file for units that you could choose to do this it would be fine. But every design from every game is getting old. Especially with the fact that you add a single peice of armor and you have all whole nother unit showing up every game and with the beta testing and trying this and that to see if something works, still works, and is going to work c
Yeah wrote that before I got into the geta and saw the actual mechanics. Shame too, because a good auto-build feature would still be nice.
Personally I would just like to see a Computer player that cannot enter you ZoC without declaring war. Especially since those pissy little bastards always scream at me the second one of my units try to cross thier precious ZoC and forces me to declare war just to keep exploring.
I am pretty sure that later in beta as the work on the inventory system we will be able to change equiptment and move it around between our champions. It just isn't in yet.
A snap to any available unit that has Movement button would be nice.
AS for the advantage of a Workshop and LM in your first city at level 1. While yes that 5 mats early on would be a huge boon. The opportunity cost of the 4 space it takes makes it way to expensive. Since 1 have found my basic setip before hitting level 2 is 3x huts, 2x Garden, Farm, Workshop, Study, Merchant, Watch Tower, Command Post, and the SP building. And while I could probably get away with sacrificing the two gardens till level 2. All the rest of the building are k
Event tree, Nah make it a Tech, You could have Tutorial, Advanced Tutorials, and Refined Tutorials [e digicons]}:)[/e] Of course you only can research this tech if you have a Pioneer who have built a Tutorial improvement which is on the little island out in the sea gaurded by a dragon.
Well if that is the case need to keep him away from the girl bears. [e digicons]:smitten:[/e] Wouldn't want him getting over exicited and putting a window out in your palace.
Honestly the only way you can get away without a tutorial is a really detailed manual with the game (Hate games that don't come with manuals) or Really Really good tool tips.After playing the Beta for a bit (and yes I know this is very early beta) and being very familiar with this genre of game. There are still quite a few changes to the norm in here, and things like figuring how you are supposed to get enough housing or even that you need to be very aware that pop is key to leveling cities.<
Well in fairness they haven't added the tactical beta phase yet. Who knows, City building may actually factor into tactical battles. (Personally I think that would be awesome). Win the battle and keep your city just to find half of it destroyed in the attack lol. Plus that would add depth to the strategic aspect of the game. There are plenty of times I wish I could send in the suicide squads to rip down a few of my enemies wonders in Civ.
Well after doing a post on building I noticed alot of the 4 space building just really equaled the same amount as four 1 space building. It just seems to me the best option is to build all basic building and let them auto upgrade as your city levels. great example is the Lumber Yard. Takes 4 squares, requires a special tile and only produces 4 Mats. Where 4 Workshops will do the same thing, don't require special tiles and can fit anywhere. The only variation to this th
Quest: Rescuing the Enemy Basically a quest where you have to rescue an unaligned kingdoms champion. Your choice comes down to Rescue him and get a significant reward but the other kingdom gains the champion. Or Kill him or let him die and which case you take a significant diplomatic penalty with that kingdom. Or if you are really good, rescue him and get him to Defect and take a really really bad diplomatic penalty.
Quest: Hole in Reality A set of ruins has a hole to the elemental plane of water. Once the quest becomes active every 20 turns that it is not completed a square around the ruins turns to swamp. Longer it goes the more swamp you end up with. Did it as a DnD game long ago in my youth. Can't remember if I stole the idea from something I read or it was original.
You know, thinking about it. I kinda ilke that idea of stacking buildings. Map sprawl is ugly and I know every game I play any city I want to level to 3 needs 10 houses. Of course with my OCD my cities build in lines. row of houses here, row of merchants there and it really screws me up when things get out of order. Not neccesarry of course, the current system works fine. Just seems to me to be a neater/cleaner system.
wow, what is that Research Beast Herding, Beast Taming and have a Stable and Seige foundry? Crap forgot need to research gunpowder also.