[quote who="seanw3" reply="26" id="3118893"] Quoting Cruxador, reply 25The fact that gamist actions can occur doesn't mean we should warp cities of any size to magically fit in a tiny area. One tile equals over 100 square miles of land. Never seen a city from the old country get much bigger than this. [/quote]So how does a freshly founded city with a dozen inhabitants fill out all that space, then? It's not really a question of too big or too small a scale,
Cruxador
I like the cities as they are now. They spread well, they look good. And it's not a bad thing that cities are big on the world map when they're actually big. [quote who="Winnihym" reply="23" id="3118857"]There's no gameplay mechanic for tile placement OTHER than to snake cities to rivers, forest, and special tiles. If you don't like that gameplay mechanic because you think it's gamey or cheesy, then get rid of the entire mechanic and go to one tile. Hav
[quote who="Frogboy" reply="22" id="3118292"]The current plan is 1 tile cities. But we also are aware that a lot of people like having the cities in the maP in their full glory. So before we make a radical change it's a good idea to make sure we leave no stone unturned and let those who feel one way or the other have a place to express their views.[/quote]Don't do this. You're giving up a lot in exchange for nearly nothing.[quote who="NaytchSG" reply="14" id="3118205"]Great Wall c
Don't do this. This is a gamey limitation that worsens the overall experience. Snaking is a shitty mechanic, but so is being arbitrarily limited to a certain size. It makes no sense logically that a city could only expand so much, and from a gameplay perspective it tackles the symptoms rather than the problems. Snaking is symptomatic of city design being irrelevant with regards to the city's contents, but not with regards to the worldmap. The "best" solution to the second p
Hm. It looks like everyone's talking about the narrative of the strategy, and not the game itself. That's fine I suppose, there's plenty of time to talk about the game later, and the strategy is a very positive note to start this off on. However it's important that discussion of the game itself actually does occur before too long.
[quote who="Heavenfall" reply="8" id="3115145"]Also, reporters who demo alpha versions rarely report on bugs because it would be pointless. The actual players are much less forgiving.[/quote]Some players more than others, and some reporters more than others.
Wow, factual inaccuracy in video game news! Call the presses! Oh wait.
@Satrhan: Yeah, I liked that mod. It's a good idea. But as a solution it has two flaws. The first is RAM usage. Since the tiles are much more complicated they would use monstrously more RAM. There would be all these new more complicated assets taking up memory (and of course they'd have to be made, dev time isn't infinite). The second is that it doesn't solve the problem in an elegant way that's similar to real cities. If you stick residential housing onto upgrade tiles, t
@joasoze: I concur, culture war stuff was great in GalCiv II. [quote who="seanw3" reply="17" id="3112680"]I was thinking 100 area, oops. I may just be tired, but Win7 64bit should be able to run a 100 sector map just fine. 4GB ram and another 2x4GB video with 8 cores should make this game very fast on lowest settings. The version we have right now is on max graphics without a way to tone things down. So at release I should be able to play that size map at a fast pace. I am pretty sure
As far as investments go, if Stardock was publicly traded I would be an investor. The upcoming new platform announcement is intriguing. I suspect it's iOS, which has absolutely no importance to me as a consumer, but I'd like it if I was an investor. Windows 8 probably won't be great, but so it goes.
@seanw3: First off, Alienware is a pretty bad value for money deal. Second, it won't matter because FE can use only a tiny bite of your RAM anyway, because it's a 32bit .exe, so your computer isn't going to help much. Once we get a 64bit OS, which will apparently be the version after Fallen Enchantress by current plans, then I too would like to have huge 100x100 maps, although then I would need to avail myself of faction mods to fill the place out. PS: That image is only 2
[quote who="FallingStar0280" reply="29" id="3112091"]So won't be everyone's cup of tea, especially if you hate ME2 style combat, or are so deeply involved with ME universe lore that the deviations will enrage you.[/quote]In other words, if you don't like Mass Effect, you won't like it, and if you do like Mass Effect then you really won't like it.
If you didn't like ME2, you won't like ME3. ME3 is like ME2 but the writing is even weaker and less consistent, and the game as a whole is sloppier and less polished.
[quote who="Frogboy" reply="41" id="3111633"]As long as a product meets a certain threshold (let's say in this case, a Metacritic of 80) then its success is largely dependent on a multiplier M (marketing). All this falls apart if you get less than 80.[/quote]Uh... You know that Metacritic ratings are more or less proportionate to marketing, right? If you want a reviewer to give you good reviews it helps a lot when your advertising dollars are putting food on their tables.
Hm. We should say that Fallen Enchantress is good. Is it good? It's certainly getting there. But it's not yet in the state where I start ejaculating bars of gold as soon as I boot it up. It's better than some folks will assume, I'm sure, and I'll correct misapprehension when the story drops and you link the article at us.
[quote who="psychoak" reply="54" id="3110759"]The Macauhuitl is the only thing you could be mistaking for a "sword" and it was nothing of the sort. It was essentially a club. A wood stick inset with jagged rocks or obsidian, the ancient equivalent of the modern day baseball bat set with nails. Nothing like a sword, and vastly inferior to contemporary weaponry. The America's were backwards.[/quote]Do some research. Macahuitls weren't any more similar to clubs th
[quote who="Das123" reply="5" id="3110523"]Windows 7 only moved above Windows XP in usage in the last 6 months. XP is still used by about of third of computer users. http://gs.statcounter.com/#os-ww-monthly-201102-201202 [/quote]Take a look at those slopes though. If the trends continue, and there's no reason to assume they won't, then by the next time Stardock has a game release out we can expect that less than 10% of the market will still use XP.
[quote who="Malsqueek" reply="2" id="3109744"]You know... Having a random set of three or four "house" tiles fill up squares for your city until you build on them would be pretty cool. Would make the level 4 cities that I never get around to building anything in because I can't afford the maintenance and don't need the buildings look like large and important cities.[/quote]The idea wasn't exactly "fill up squares until you get around to building on them". I was conceiving them as
Tactical spells should include multi-turn spells. Fireball may be of limited tactical utility, but many other spells benefit from this well. Also if your battle doesn't last more than a few turns it wasn't worth spending mana on in the first place.
I like group sizes. I don't think this should change.
I notice that the description text of Adventurer's Boon says it gives +10 HP but the mouseover says it gives both +10 HP and also +1 Strength. You should probably fix whichever is wrong. I'm not sure I like that you apparently will only be able to get one path. I liked that additional paths could occur rarely.
Right now, there's a bunch of housing models sitting around, and cities never include any form of housing besides slums. Housing was removed because spamming "build house" was a shitty mechanic and took away from building interesting things. But cities without housing are just silly. The simplest solution is to add houses without making the player build them. Just place functionless "house" buildings as population milestones are reached. Use existing housing models with random rotation. T
[quote who="Trojasmic" reply="101" id="3107157"] Quoting Frogboy, reply 97 We''re not looking to pepper each faction with a hundred little things but rather have a handful of big obvious things. If you're just looking big obvious things, then how about these ideas: + One faction generates mana equal to 50% of the experience of their troops slain in battle[/quote]Resoln [quote]+ One faction can hire both Kingdom/Empire champion
[quote who="BarxBaron" reply="59" id="3106582"]Where do Capitar fit into this? I'm assuming Neutral Evil or Lawful evil. They were the original enslavers of one of the factions afterall, and seem to love money and "structure".....seems like they embody all the evils of capitalism. Pain profiteering anyone? I think lawful evil would fit. [/quote]Frogboy said they're TN, which interestingly implies he doesn't feel that slaver
[quote who="Frogboy" reply="34" id="3106470"] Quoting OneLion, reply 22Custom Faction is definitely missing from that poll... As I always base my custom faction on the Tarth I put Tarth but the abilities etc. of my faction are totally different. I hope that we stay flexible in designing custom factions and do net get limited by the Race we base them on. All the faction differences ultimately derive from the underlying race. [/quote]That's not ideal. They sh