I got the renowned "Axis and Allies" for Christmas, and it really is the best case I could ever conceive of a board game brought to computers. And it's the best strategy board game I know. It's very cumbersome with dices and all, but this is automatic on computer. Many know Axis&Allies, and it could be a great addition if rights can be bought. It's worth $10 in shops, but that's nothing compared to those $40 boards. I might not be the first buyer since I got it for xmas alread
FuzzyMatrix
(sry, thread revival) [size="3"][B]To be clear:[/B][/size] it is not changing much to the quantity of management. I see the limits to all this, but it's the computer which should take more time fighting, not the player. In its simplest form - zero gravy added - it's close to the [U]exact same battle[/U] but less generic and being more like battles. Management isn't the point if it is as simple as ABC for players. Easy solution: logistics brings the same usual limit on
[quote]tying up the fleets reduces the Blitzkrieg//Sneak Attack thing that Stardock doesn't like that much--only a player who has a vast advantage in numbers could pull it off so effectively if the fleets have to stay near the planets for a few turns to ensure victory.[/quote] Sorry, what do you mean by that?
No need of something big to make sense. It just takes more time. If useful later, it could give some income/control over some couple turns (for Drengins, lots of looting ) to balance and get something "gradual". I know it's about space conquest but not just empty space either. mrakomo: As for attack factors, at worst new troops could be considered as usual with their own att factor. I'm not sure why more would be absolut
actually, anything keeping them simple but making them more exciting would be great. it's planetary invasion of God's sake, it's worth underlining
I always find a bit gimmicky that a fight for a whole planet should be done within not even 5 seconds on the screen or not even a year ingame. maybe just: let bigger battles be over a few turns, and players chose the type of attack at each turn It might be shorter/longer depending on odds or the type of attack (nuclear is quicker than all-infantry) I don't really see what would make this complicated in any way to implement, but then I don't know the technical aspect
That's because you didn't try with fresh molasses.
I didn't know about Michigan's dog food. Cat food then.
Does it mean we can get your address for delivery? FuzzyMatrix gets the numbers for doggy food delivery
Perhaps it is too much... but could some extreme acts of war/else affect our good/evil status?
"Fleets should work together as a single combined arms fighting force" What gives if... we have three types of units (say fighters, support, big-mamma) and each gives a maximal bonus +20% to others by its presence. If one is a quarter or more of the forces, it gives full 20%. That's just some crappy example. But would it permit more easily to just throw in the whole thing with less concern for micro and more macro?
[/quote]In my opinion, we need more ships in the game.[/quote] As long as one is careful not to 1- Make the game easy to approach while at the same time... 2- Bring a mess of ships of all super-duper-specialized kinds I saw simple games with something like 3 or 4 units balancing each other. One example... might be Rise of Nations which has a few units really, but this same unit gets more advanced over time with its little particularities (I loved RoN's military sys
I especially liked the back-forth strategy with neighbours, the map with key areas and dead-ends, and the economy's system with trade and all is soooo nice. I love this "depth kept simple", thanks. The only negative will probably be solved later: I got lost on the map and not too sure which place was which, or not even knowing I had a territory left on the other side. Puting some little trees and flowers could be a great touch and individualize zones <img src="http://images.sta
I would really like to get BRAD 's wish-list with his reasons. It would probably give some insight as to decide alot better what I would like or not... For example, his views on multiplayer have changed totally my own views (I considered AIs as temporary player-replacers - it's quite right that we don't even seriously interact in most online gaming). Other views could be less sweeping but there's no question it'd have an impact. Ok sure... most buyers don't vote here so maybe it w
Mr.Wardell, how does it feel to be world class king of the hill? And you even have a community... a bit more and you're starting a cult. "Cult of the Dead Frog" thx again, obviously
You are evil. Bill Gates thinks he's my nanny. But it has Solitaire!
"Capitalisms/democracies would have more total research points, but they'd spread them out more." Hey, I like the sound of that! Democracy: 150% efficiency, 4 techs at once Totalitarian: 75% efficiency, 1 tech at once etc. or "
Many games don't pay off flexibility sufficiently. This thread got answers? Yay. Yes, paying the price of not trying to control every single citizen might have its benefits Watch out, incoming zombie <img src="http://images.stardock.com/gc2/T_
Ok, so when is Brad programming the US army's drones? Cuz they really seem to need some more AI evilness
I like general categories: no micro-management, while it leaves choice. Possibilities: Spy / Counter-spy Active / Passive Clarify your stuff / Mess up theirs (false info, infiltrate...) Low intensity / High intensity (violent, etc.) Messing info can be as the Soviets faking advanced weaponry, feeding bad data or making it fuzzy. Tsarist Russia is an examplary case of what spies were about. The top master spy had infiltrated insurrectionis
Micromanagement and crappy AIs ? It could go in general categories (spy/counterspy, passive/active...), and the rest automatic. It gets techs, bribes, whattever.
The new aspects are great. Really great. First impressions here (Version beta 1 build 1 last updated on: Wed Nov 15 18:42:55 2006): USER INTERFACE : Down-left side, there is a vertical bar with horizontal color stripes on it... I hoovered on it, but no clear info. Haven't looked further yet. We can get "+10% other's economy/research", and he loses nothing. But maybe the explanation could be written otherwise for feather heads like me who only understood
Debug Message: Version beta 1 build 1 last updated on: Wed Nov 15 18:42:55 2006 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 11/25/2006, 17:02:06 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: PORTABLE Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: French (Regional Setting: French) System Manufacturer: IBM S
Simple: when my system has too much demanded to it, the icon up left (such as IE's "e") becomes a white square and it can crash. My ThinkPad seems a bit too fragile to this (and would be happy with more RAM). It happened with Dark Avatar after around 3-4 hours of play. I've saved the debug.err somewhere, but where should I post it?
The first thing making me buy, first and before all, is to not just make the game a mix-match of user ideas. MOO3 sadly had some of this, while GalCiv really keeps the whole thing in mind (and the audience, of course). I think that it's really the most important success of GalCiv, and this is really at the level of those knowing the most of the whole game and process: mostly developers. So the main point would be to see this going on, since building a cathedral is not like building 10 different