Gazz_

Gazz_

Joined Member # 1066013
4 Posts 144 Replies 20,364 Reputation

I will "do something about the situation" anyway and more or less keeping with the canon suits me fine. A good game does not need zombies and unicorns and pink fairies - it needs good gameplay. Whether Race ID1 looks human, orcish, or elven... that's purely an art asset issue to me. The gameplay is where they must be different or you can roundfile all that pretty art. What I do is designing "systems" like

35 Replies 107,671 Views

[quote who="Black-Knight" reply="46" id="2791588"]Archers will always be godlike until they introduce distance (then they'll be demigodlike ) cavalry that depends, the supremacy so far goes to the unit that waits for the other (the AI) to advance, then strikes first. Moving first doesn't mean to strike first.[/quote] It all comes down to the rules. Right now tac battles are so unbalanced because of the absence of rules. Archers perfectly hit galloping riders at ma

86 Replies 185,533 Views

I only brought up combustible ammo because there should be incentive to go down the (hoped for = ) bow tech tree instead of going for the massive piercing power of cbows. In fact, the tech trees should amplify the strengths of both weapon systems. Ammo types are nice but it's just a gimmik. Albeit a cool one. (fire always cool!) Maybe a tactical advantage of setting wood squares on fire, creating obstacles. Even crazier arrows like caltrop heads I could imagin

35 Replies 23,553 Views

The current "modding" is a crude crutch and only partially functional. It's supposed to get streamlined with 1.1, meaning real solutions to things like the awkward "countering" of pre-existing objects and values. I wouldn't worry too much about specific details before seeing what it will be like.

6 Replies 4,745 Views

[quote who="Khardis" reply="66" id="2791056"]I have to cry foul at your reminiscing about QEMM386. Or Mem Manager, or tweaking Autoexec.bat and config and still never getting enough memory to run both the drivers and the game.... it is the sort of thing that can ONLY look good in hindsight, because it certainly wasn't then.[/quote] But that was part of the game! =P Back then I had a PLAY.BAT with arguments for the various games, which would copy the "prope

77 Replies 56,959 Views

This seems targeted towards those who never mix mods and only use total conversion mods instead of a fix here and another tweak there. Use "the one mod" and call it good. With a mod manager like with WOW where you can click multiple installed mods on/off this makes more sense. Then this "shell" for each mod would definitely be useful.

6 Replies 4,745 Views

[quote who="Ilindil" reply="121" id="2790904"]Spear + Armor -> +30% defense vs unit on horse[/quote] Spears wouldn't help that much. Pikes, however, would achieve that by letting the infantry attack or counterattack first. The cavalry should be weakened by that so that's a form of defense right there. Pikes did not really help defending the unit They scared off / harmed / killed the enemy first so there would be less enemy left to defend against.</

143 Replies 381,044 Views

Many more columns for all resources would get cramped. What if the vertical menu bar with Research Technology and Design Units, would be a horizontal bar at the bottom? That would make room for at least some of the columns people are wishing for. And / or: Building / Training for one town could be in the same column, on top of each other. That would make the list longer but if we're not supposed to have 716 cities, i

83 Replies 132,143 Views

I'd like all military tech trees to be extended to bonus ability techs like those above. This thread has some probable items for ranged tech . Right now, you research one tech and you know everything you'd ever want to know about archery. That's not right. It creates no choices when everyone has the exact same military options. The military tech tree needs to have multiple

143 Replies 381,044 Views

[quote who="Frogboy" reply="107" id="2790643"]we need to make sure that there are definite reasons NOT to create the uber armored horse mounted mega archer.[/quote] I think that a combination of all the suggested systems would probably work best. The formation cohesion system I outlined above would probably be most applicable for cavalry, which relies on the heavy impact of the charge. The CC system

143 Replies 381,044 Views

[quote who="HallowedBMyName" reply="5" id="2790455"]And by this week do you mean the patch is coming tomorrow, friday, weekend?[/quote] LOL! Why does it have to go like this with every patch? I'm sure that Frog would list a date if he knew that it's fixed and guaranteed... =P

83 Replies 132,143 Views

[quote who="cpl_rk" reply="190" id="2790469"]As things are now, the amount of info gotten from just mousing over an enemy stack or simply moving up to it & checking out its strength factor is simply unreasonable, in my opinion, and just serves to weaken the AI.[/quote] This "full disclosure agreement" also affects the empire report. I mean it's okay to see these stats for your empire but to see complete and 100% accurate info on empires you haven't even met, y

193 Replies 144,577 Views

Lists, spreadsheets, tables... I feel a tear welling up! [quote who="klaxton499" reply="4" id="2790451"]May i make one suggestion? Is is possible to flag the population or city level number to show which cities need more housing to level up?[/quote] Please no useless clutter on the table. A "maxed for housing" population number could simply be displayed in red

83 Replies 132,143 Views

The current system only models penetration. Not range, not chance to hit, not moving targets nor moving shooters. Crossbows could get around that with doing comparably massive damage but firing only every other turn - or less. (on a system like this ) Cbows are good for penetration. Their bolts are thicker, less likely to shatter when hitting armor. (arrows are too thin for that kind of energy transfer)

35 Replies 23,553 Views

Logic is nice but can often be overruled by magic. What I value most for immersion is consistency. I can create dozens of swords with the heap of resources I own but I can't afford even a single sword of the exact same type for my sovereign. That's one of those WTF moments...

24 Replies 18,689 Views

[quote quoting="post"]So i was just wondering if the bugs have been ironed out enough to make it playable? I loved Sins and was disappointed when i heard about the bugs.[/quote] Magic 8-ball says: Ask again later. (like in 1-2 months) For me it's playable. I can't even remember the last crash. However, what the game is missing badly are meaningful choices like... buy the game now and risk the disappointment but get one expansion for fr

30 Replies 14,015 Views

I'm still more partial to a Spy unit / Spy pack. It feels wrong that magic should be the only possible way to gather intel. The spy pack would add a "Sneak" ability to the unit. That makes it invisible unless a hostile unit steps on an adjacent square. While the Sneak buff/mode is active, the unit can only move at a speed of 1 square / turn and is immune to speed buffs such as Endurance. If the unit disables Sneak in enemy territory or is "detected", the AI sh

143 Replies 381,044 Views

[quote who="Frogboy" reply="62" id="2789523"]1. Melee 2. Ranged 3. Calvalry How do we make all 3 distinct and meaningful? Unit design tends to encourage users to create single glombed mega units that are expensive and largely unsupportable leaving the player to complain about "balance".[/quote] The 3 classes must reward chosing "right" (or shall we stay stylish = ) equipment and behaviour. Without rules, there will b

143 Replies 381,044 Views