[quote who="Derek Paxton" reply="7" id="3055992"] Quoting Werewindlefr, reply 6I like the concept of unique pre-designed units, but is there an incentive to build them instead of custom designed one? Is there a thing making them the "faction's favorite", aside from the fact that they're already there? Or are they just identical to custom-built units with the same build choices? A player could build exactly the same unit if they wanted. I must admit as a designer
Tohron
As someone who regularly abuses the diplomacy system on high (now Suicidal) difficulty, I just felt like making a comic about the awesomeness of playing a high-diplo race. Please tell me what you think.
A comment on random events - while many people enjoy the replayability they add, others can find this extremely frustrating. Let's say a player had started a game on max difficulty, with the goal of employing careful planning and diplomacy to pull off a minimal-defense expansion gambit in the early game. Through thorough planning and hours of delicate maneuvering, they manage to gain a bunch of cities with rich resources, and are just starting to convert that
We all know that the WoM research model is significantly imperfect, but an idea I just had would fix many of those problems while keeping the flavor. In this model, every turn after a breakthrough, the game would roll randomly for each tech (which you have the prerequisites for) to determine if that tech would be added to the list of techs you can choose to take. The chance of a tech being added would increase with the amount of research being done
[quote who="Astax" reply="7" id="2987329"]Problem is you can't just say "Oh you didnt counter with HC" when moving from tier 2 to tier 5 involves substantial investment, plus u need time to build up critical mass of 10 or so HCs. In most cases where both sides are spamming their entire income in ships, throwing that investment down would mean your frontline would collapse. More prudent course of action usually is to play holding action, maitain your front by spamming flak, and
Just a suggestion (haven't played Elemental recently), but perhaps cities aqcuired through the Dynasties system shouldn't count for the prestige penalty. I mean, if you're going for a couple big cities, and then an allied sovreign dies and you inherit their empire, it seems like you should be rewarded, not punished.
My first problem with getting the game to launch has been fixed, but now I'm having another problem proceeding past character creation. When I finish making my character and try to proceed, it tells me it does not detect CD2 in drive E and cannot continue until it does. I got the game via the recent Impulse sale on Atari classics, and I am using a 64 bit Vista computer, and the program is running in Windows XP compatibility mode. In case it is relevant, here are the cont
I'd say a nice improvement to tactical combat would be adding 'feats', gained once per level up available to all units (with special feats available to champions) - a lot like promotions in Civ IV. To avoid just replacing their base attack, these feats could either add specific enhancements to your attack (armor has reduced effect, chance of slowing opponent, etc) or give specific tactical abilities (unspent action points are used against enemies entering melee range on their turn, shie
For Arcane weaponry, it seems best to apply a more general AI algorithm to evaluate the value of a given unit (a potential target for the spell, in this case) having a given attack value (which would take into account things like whether there are any opponents with heavy armor, and how much this problem has been addressed previously), and compare the values with or without Arcane Weaponry, then consider the value added versus the amount of available mana, mana regen rate, and the other spell
You seem to have introduced another problem in the Tarth timeline - now you have Carrodus seizing control and naming Tarth one of his officers 13 years AFTER Tarth rebels. Seems you'll need to move Carrodus' power grab to a significantly earlier time. Other than that, I really like this timeline! Not sure if you can answer, but are these events happening before the Dread Lords were sealed in an alternate dimension (in the GalCiv timeline)?
I definitely agree. Furthermore, I would also like to see these numbers in the campaign - it was a bit underwhelming to be told that the final battle between East and West had begun, only to be presented with three powerful units and a handful of irrelevant minions. Increasing battlefield size would really help too.
[quote who="Nimbyjester" reply="8" id="2757736"]I can see your point, if you are patient then you can easily exploit tactical mana regen. Using the bug fix mod to fix the shards makes each mana point more useful than it was. Though I think 1 point of tactical mana regen is fine; you'd have to go through 5 turns of combat before seeing any gains from teleporting to a low CR critter, then another 8 before the strategic spells start becoming available (asuming you are going to tel
Adding ANY tactical mana regen to a spellcaster capable of using Strategic spells just seems too abusable. I mean, take a sovereign who's running low on mana. If there's a low CR melee critter anywhere in their kingdom/empire, they can teleport there, attack, run around while their mana regenerates, disengage, cast as many strategic spells as they want, re-engaging and disengaging to recharge, then recharge one last time and teleport back. Tactical mana regen should only b
So did mine! As I had anticipated, the Heirgamenon was the main attraction. It was a good read - I just hope we'll be able to read those lost passages sometime!
[quote who="DariasDruss" reply="7" id="2737406"]I know Martin is alive and well. He might as well be dead as far as his "A Song of Ice and Fire" series is concerned. He has written several blogs or tweets telling his fans off for wanting him to at least finish "A Murder of Crows". Yes he only had half of it written when he published it. He even says so at the back. Like I said Brandon may have to finish it for him.[/quote] "A Feast For Crows" has actually been published
I'm having a problem with the update - it says my previous saves aren't compatible with the current version - since this is just a bugfix, this seems like it shouldn't be the case.
I'm using a 64-bit Vista computer with an Intel Core 2 Duo dual-core 2.5 GHz processor. When I purchase an item in the shop, it shows up as in my inventory in the shop screen, and can be traded to other units, but the 'items' tab under Vitals does not display it, and I can find absolutely no way to equip it. The Help menu doesn't even mention using the shop, or managing inventory (a serious oversight btw). I'm not entirely sure if this is a bug or just opaque design, but e
So are beta participants like me supposed to get an e-mail with a new serial number?
[quote who="Thrawn2787" reply="3" id="2689453"] Agreed. Something tells me we should get that tactical battles mini game (for testing purposes) sooner rather than later. Also the whole glass cannons thing is extremely annoying when going for the master quest and you fight things with 100 + HP and in order to kill one you have to sacrifice half your army[/quote] Two words: Horse Archers Just get a couple experienced ones with 5+ actions and they can pull back up to 3 space
[quote who="seanw3" reply="33" id="2679414"] []Quoting Cauldyth, reply 30I choose to believe that every "person" in the game actually represents 10 people. Problem solved![] I choose to believe that wach one of my "people" in the game actually represent 100, while yours only represent 10. [/quote] Ah, so ten of his people are an equal match for 100 of your people. I see. [e digi
[quote who="Agent of Kharma" reply="9" id="2678168"] And do you really think a game is fun if the outcome is predetermined as soon as one player gains an advantage. There needs to be a way for a player who's behind to come back, and a player who's ahead shouldn't be allowed to get careless without being punished for it. There shouldn't have been a way for those two players to have lost this engagement (a couple hundred ships vs. a handful). Period. Your "the
[quote who="Agent of Kharma" reply="5" id="2677469"]Here's a dirty little secret: real-time strategy games (including Sins, at least the way it is played online) aren't strategy games, they are tactical games. What matters most is "micro," not "macro," and they are all clickfests. Even Sins, which is said by many to be a slow game, is way too much of a tactical clickfest for me. I've watched pro-level Sins players - even being in the same room with them while they are
I know that with Beta 3, gameplay and balance are starting to become issues for us to explore. But that doesn't mean we aren't also searching for bugs, seeing how various spells work, and taking a look at the endgame. With access to a few cheat codes, us beta testers would be better able to try out extreme scenarios, see how endgame battles work out, and just get a better feel for what kind of powers you units can potentially gain. Here are some basic ideas. Resource
Just another idea on essence - there should be a structure unlocked by a high-end Magic-tree tech that can be sacrificed to give some essence to a given unit. That way, a civilization with lots of resources but relatively low military might has a way of gaining additional essence.
[quote who="Tiavals" reply="5" id="2643596"]The concept is indeed sound, but I fear that it'll be hard to come up with a meaningful(not tiresome) mechanic for it. If your units get morale penalties that accumulate, it sounds like you'll end up micromanaging the armies. As one army gets low morale, you send it home, and send another army to replace it, effectively still continuing the war. Unless the morale effects are global. But would that really work? If you are fighting against two nations