[quote quoting="post"] One of the things I enjoyed in Gal Civs II from a role-playing standpoint was political parties. I really liked them, and I would like to see greater emphasis placed on internal political rivalries (more parties, more fighting for votes, etc.) Another thing is governments. I liked the idea of governments, but I felt they were too straight-forward (Federation = swimming in money). I hope to see more government types based on preference, each offeri
RooksBailey
WEGO is my vote. Allow the player to plot out his orders before the battle begins, but once it starts, the fleet's commander is on his own. [e digicons]:borg:[/e]
[quote who="Hawawaa" reply="1" id="3404742"] Look at Distant Worlds Shadows (king of living and breathing galaxy) and Sword Of The Stars 2 ie Randoms and Grands Menaces what doesn't kill you makes you stronger and more fun. I like pain. Strike me where I'm weakest I dare you... [/quote] Distant Worlds does come the closest to creating the illusion of a "living and breathing" galaxy, largely due to the "private sector" I love to watch the merchanters going aro
I agree with the OP. Ground combat needs to be better fleshed out. The problem is how do you make ground combat deep and realistic without making it a heavy time sink on the rest of the game? Perhaps something like Crusader Kings II where armies siege key cities over a period of months?
This sounds like what Gratuitous Space Battles does for its campaign game.
I love 4X sci-fi games, but 99% of them just seem so lifeless to me. In a lot of these games, planets come across as lifeless points on a map that serve as little more than resource generators and conquerable spots. Fleets provide the only real life in the galaxy as we can see them zip around, but even here the ships often seem like solid hunks of metal that just blindly obey the player's orders. Some games have "characters", but in reality these "people" act as li
This is something I am going to just wait and see what SD has planned as I can see arguments for both sides. I like hands off tactical combat as it is the best system to give the AI a fighting chance, as well as giving the player a chance to just sit back and enjoy the fireworks (especially if there is a great graphics engine at work). On the other hand, the tactical combat in Elemental was well done and entertaining. Personally, I would be very gratified to see a Gratuitous
[quote who="JSW_Ballz" reply="7" id="3357323"] Very neat looking. I agree with the comments about the low resolution being a shame. I'd like to use something like that as a background image, but all of my desktops are 1280x1024 or larger. If you get bored and want to make more, I'm sure people will appreciate them![/quote] Thanks for the compliment! I intend to make a few more, and this time I'll keep them at my native resolution of 14
[quote who="Yarlen" reply="204" id="3357020"] For those not playing on Normal, I've noticed the same. I spent much of Friday looking at the AI code which is quite a trip for me. I've made some tweaks and we're testing them internally now. [/quote] Any idea when a patch with the tweaked AI will be released? Please don't say on June 5! [e digicons]
[quote who="kais246" reply="193" id="3356429"] An hour and a half after the assault I ventured forth from my defences to find two prime planets still with militia on them in the middle of the map.[/quote] That's what I noticed in my game, too. The Hard AI just left a bunch of militia planets alone that were right next to his capital. [quote who
Unfortunately, no. I originally made those for a blog entry, so I kept them small. But when I get around to making another batch, I'll ramp the size up a bit. Thanks for the compliment!
[quote who="bignick277" reply="149" id="3355569"] Is it just me or does it seem like the AI has lost some of it's bite with this update? Possibly since they no longer get extra funds? The resistance they're giving me since this update is considerably more subdued.[/quote] I've been noticing this to. In my first game I played against 2 Easys, 2 Normals, and 1 Hard. For most of the game, I hardly encountered much more than a scout
Came up with another one: Corvettes into the Attack:
Thanks! Beginner's luck I guess. [e digicons]^_^[/e] I particularly like how the repair platform looks. It has more of an industrial sheen to it now.
Lately I have been having more fun "photoshopping" screenshots from various games than actually playing the games. [e digicons]:grin:[/e] Decided to try and enhance a Sins screenshot...and this is what I got: For a first try, it came out kinda good! I can't wait to try a screensh
CK2 is an absolutely fantastic gaming experience. For me, CK2 is the only game that really feels like what a RPG experience should be all about. If only Skyrim had such wonderful, character-based interactions. [e digicons]^_^[/e] I purchased the Legacy of Rome DLC too and like that changes it brings. Well worth the measly few bucks.
We don’t anticipate Beta 4 coming out until August 16th. Sorry for the wait on this but there’s a lot of polish, testing, balancing, and UI to get in there. And there will be a Beta 5 after Beta 4 at which point we’ll start thinking about a release date. We’re in no hurry. The objective here is to create the best fantasy strategy game we can possibly make. August 16th...NOOOOOO! That long to wait?&nb
[quote who="Satrhan" reply="186" id="3193185"] Quoting DsRaider, reply 181I don't think the people advocating fro mortal champions understand the consequences. 1. Champions would get pretty scarce once 1 or 2 have died. 2. You could only cope by never risking your champions. Champion levels would decrease significantly. 3. Winning a single battle against someone and killing 1-2 champions would mortally cripple them for the rest of the game. Bye bye ma
[quote who="Markus Aurelius" reply="152" id="3190505"]When defeating a champion there could be a chance to grab some of his equipment. Also some of the fallen champions equipment might be damaged/broken. A recovering champion should not be able to defend a town - or if he does and falls again should die for good. If he does not partake in the battle the victorious conqueror should have the option of killing/imprisoning the recovering champion(s).[/quote] </
[quote who="Mortenart" reply="131" id="3187458"] The game is really coming along - apart from one massive game-breaker - the enemy's champions keep coming back, making it impossible to defeat any enemy. Please lose this crazy mechanism, by which all champions are immortal. I don't mind losing mine, as long as the enemy loses theirs. I had to quit the game I was playing, because they just kept coming at me - it's ludicrous. [/quote] &
I like how it is a sly answer to that forthcoming space game that mentioned "forget your sins" in its vid. Nice way to fight back, Ironclad. [e digicons]:thumbsup:[/e]
Wow...you are one heck of a talented artist axxo! You have filled the much-needed fan art void for the Sins community! [e digicons]1*[/e] I love the last two in particular!
As I wrote in the other thread, I am all in favor on 1-tile cities if for no other reason (and there are lots of other reasons) that it will allow for city sieges, a vital tactic in medieval warfare. Plus, by limiting the size of cities, I would think some meaningful choices for the player would suddenly materialize as you couldn't just pack every city with every building. Last, as Frogboy has said, it will go a long way in keeping the scale of the game at an appropriate level
I am very glad to see that SD is considering completely revamping the city building mechanic to a one tile system. As it currently stands, city building is bland and uninteresting because every city is the same as every other city. Plus, the ability to make sprawling cities reduces the viability of a siege mechanic, something I consider vital to any medieval-themed game. So color me very excited by the possibility of reducing cities to a single tile. I think this will
[quote who="seanw3" reply="22" id="3114561"]And I can't wait for the Game of Thrones mod to finish.[/quote] Count me in on that, too! The mod community is already off to a fantastic start! [e digicons]\o/[/e]