Gwenio1

Gwenio1

Joined Member # 4229085
4 Posts 280 Replies 12,650 Reputation

[quote who="VermillionChaos" reply="125" id="2930923"]Some of you bring up the SoTS random hidden tech system as though it were a universally good thing. How many who laud that system actively multiplayed the game in any fashion? You can't simply ignore MP when you make these kinds of judgements. If you got a bad random on anything but a small map, your game was over 5 hours in the future, you are already dead, you just haven't realized it yet.<b

153 Replies 608,713 Views

[quote who="DrwHem" reply="2" id="2930837"]i jusdt spent 25 minutes in map editor and couldnt even figure out how to make land. i asked it to make me a large single continent map and it made a tiny single continent map. then i asked for multiple continents and it gave me like 8 scraps of land on a 95% sea map. is there a tutorial on how to make maps and such?[/quote] I will note that anything other than a single land mass broke the AI last time I checked. It did not use ships.</p

3 Replies 5,072 Views

I vote to keep it simple and have a system that makes the city you disband in better at training troops for a time (pool some percent of XP, and reduce pool by some amount each turn till it returns to zero).

13 Replies 12,165 Views

I do not think cities (and therefore building) should be a limiting factor due to upkeeep as they are the means of generating resources (the only reasonable excpetion being undeveloped cities, in which case your first one needs to start developed enough to drain your treasury). The main limits there should be time and upfront costs (tack a few zeros on the end of the price tag). Which how research works now requiring heavy costs to build the basic research structures would not work.

153 Replies 608,713 Views

[quote who="LightofAbraxas" reply="106" id="2930540"]What about just including some sort of admin cost for each city? Looking into the ElementaldDefs.xml, it seems like the ability to do this is there (it looks like there are tags for both a linear and exponential component). Combine that with a nominal cost in gold for each research/arcane lab (and any scientist knows that the amount of money provided is directly correlated with the amount of research done) and you have a soft cap that

153 Replies 608,713 Views

[quote who="Witmonger" reply="356" id="2904997"]Is there truly no way to break a treaty? Three hours into my first game and both my cities are locked away from the rest of the map by an "ally's" town that's cutting me off from everyone else. And even though I now have an alliance with them, I can't move my units through their town? Really??? I've never played a single RPG/strategy game where having an alliance with another faction doesn't let you move troops through their

373 Replies 914,648 Views

[quote who="razor436" reply="61" id="2930037"]Speaking of balance and tech, there is one thing that always nagged me about TBS games: large factions have a large advantage at producing tech, leaving small factions lagging far behind. In Civilization terms, I'm thinking tanks and helicopters vs. musketeers. In FE, how does the little guy remain relevant in a game with large superpowers. Are small factions fighting a lost cause because they cannot build as many... libraries as the larger fa

153 Replies 608,713 Views

To give some insight into the Sword of the Stars tech forest: http://ouroborus.org/sots/map.html The numbers on the lines indicate the chance you have of a tech becoming availible when you reseach another. Clicking on the tech icons tells the actual chance of getting it over on the right hand side of the page.

153 Replies 608,713 Views

@ marlowwe Random techs is about having the player make do with a less than optimal situation. Even if the selection varies due to the situation, the optimal path will be choosen every time once it has been identified. Having various without random techs situations only makes the player find one good solution for each. With random techs they will at time have to find other ways to deal with it. And if done right some solutions that will get tried are things that would never

153 Replies 608,713 Views

[quote who="TheProgress" reply="82" id="2930177"]Which is why I said perhaps it would just be nice to have a toggle that allows randomized techs to be on or off (despite Gwenio1's opinion). I mean, why have mods at all - the core mechanics of the game should not be modded... right?[/quote] Being modable is not the same as having a toggle for it in the vanilla game. Toggles are an attempt to please everyone, and that simply does not work. If they took the time to make random techs

153 Replies 608,713 Views

[quote who="TheProgress" reply="74" id="2930141"]This might have been said already but: Randomized tech trees are not about awarding players technologies that are more powerful than base technologies; it's about giving the player alternatives that may or may not be helpful depending upon how the game unfolds. For example, many of the random technologies in Sword of the Stars are not simply "bigger guns" but instead are "different guns". One game, you'll be wishin

153 Replies 608,713 Views

[quote who="DrThrasher" reply="72" id="2930136"]This way, no player is left wondering where some of the things that were available to them in a previous game went.[/quote] Meh, better to not have everything availible as it increases replay value.

153 Replies 608,713 Views

[quote who="Tridus" reply="68" id="2930077"]But since only a part of the tree is random, the rest is fixed. That means players will learn it. By hiding something I already know is there, all you're doing is making the tree confusing for newbies and the UI more cumbersome for experienced players. It doesn't give you a game mechanic. You *could* hide the randoms, but hiding fixed stuff is just pointless. Auto-pathing down the tree also isn't really a problem if the trees

153 Replies 608,713 Views

[quote who="larienna" reply="55" id="2930005"]Making magic part of the tech tree prevented to create a dual path to victory: The tech way or the magic way. Now it becomes, tech is essential, magic is optional. Which is the same problem encountered in many fantasy games like age of wonders for example. [/quote] Age of Wonders does not have tech research.

153 Replies 608,713 Views

[quote who="Kadrium" reply="46" id="2929975"]Derek, one thing I'm concerned about is tech research being a bit to automated. If the entire tree is visible from the start, it seems like it would compel the player to look down to the end of the trees, pick the end game tech they most want, and let the auto-pathing handle it from there on out. The system actually seems to discourage you from changing research strategies mid game, as there will be no surprise windfalls or revaluations in the

153 Replies 608,713 Views

[quote who="Austinvn" reply="32" id="2928590"]I'll grant that rewarding xp for something the player can easily manipulate - i.e. which unit gets the killing blow - does give you an extra risk vs. reward choice to consider, and makes combat that much more interesting. But there are many things that can be done to make combat more interesting, personally I'd prefer if manipulating which unit gets the xp wasn't one of them. As a gamer I'd rather be worrying about how to win comba

37 Replies 104,946 Views

[quote who="SpardaSon21" reply="376" id="2928158"]I thought the G4WL Marketplace had already died.[/quote] It rose up as the undead. The same pretty much applies to everything related to both of the words "Live" and "Windows".

472 Replies 1,488,960 Views

[quote who="Dr Guy" reply="33" id="2928004"]Damn! I have loaded it on my main machine (just reformatted and re-installed). I will have to watch it. So far, I like what I see, but if it starts to flag my utilities as bad, I will have to switch back. Thanks - forewarned is forearmed[/quote] I think it likely there is an option somewhere to make it not remove things detected via heuristics, though whether or not it will work is another matter (in the ca

34 Replies 67,715 Views

[quote who="kenata" reply="27" id="2928074"]In my eyes, the killing blow should be the logical conclusion of a tactical maneuver and the shifting of battle momentum. By making the killing blow equate to strengthening units for the long term, the player must gamble units instead of focusing on solid tactical play.[/quote] And that is why it is interesting. There is risk, cost, and reward involved to make the desicion situational and not something to do without thought. Having

37 Replies 104,946 Views