Cauldyth
But what if there's an option for the game to auto-pause after every turn? Perhaps it's best not to think of it as pausing at all. 1) Issue commands to your units. 2) Push the "Next Turn" button and watch them get executed (along with the commands your opponent issued). 3) Once the turn is done, you can then issue the next turn's orders. The only difference between this and MoM would be that the orders get executed simultaneo
I think having armies of mostly humans actually helps emphasize the fantasy nature of the non-human elements. If masses of human infantry are common, but dragons are rare, then what you'll see is those dragons laying waste to vast numbers of human soldiers - bodies flying everywhere, massive carnage, all that good stuff. :) If you had armies that were largely composed of dragons, demons, and all sorts of other powerful creatures, then they'd just sit there and ban
From what I've read, the battles won't really be real-time. They're more like simultaneous turns. You queue up your orders, and your opponent queues up theirs. Neither set of orders are actually executed as you issue them, they're just noted by the game. Then the game executes both sets of orders simultaneously. You can then pause, issue new orders, and so forth. If you look at the combat screen shots, the positioning of units is grid-based
[quote]SO ... won't be the "I split my power between lots of heroes" be the alph an domega of strategy? Because you'll become immensely powerfull really quickly.[/quote] The interview says that investing some of your essence into making a tile suitable for a city results in a permanent loss in your total essence. Perhaps investing your essence in a hero results in a similar loss. You may get more more XP, but there may be some other aspect o
Yep, have no fear, there will be 12. The post is here: https://forums.elementalgame.com/329355
Yeah, sounds good to me. Things like this that add more flavour are always nice additions, as they add variability and unpredictability to each game. The "common" resources will always be important, but most empires will eventually obtain them one way or another. A rare resource which isn't critical to have but which provides unique bonuses adds a nice new angle to it all, and one more thing to fight over.
[quote]There are other animals in the world other than horses.[/quote] Ooooh, does that mean I'll be able to have my knights ride pandas instead of horses? [e digicons]:grin:[/e]
[quote who="Frogboy" reply="15" id="1933359"]But my opinion is that if they die, that's it. [/quote] That's my preference too, as long as the AI doesn't do something stupid and suicidal like send its Channeler into battle at the head of an army of 6 squirrels. If the AI is competent at protecting itself, then I really like the idea of it being a game ender.
[quote]I think one of the key things here is that sometimes there is no subsitution for time. In GalCiv or most other traditional 4X's, if you build enough factories, you can crank out an amazing # of units per turn. But that is a uni-dimensional design. There are other factors in place including time to train, delivery of resources from other places, etc.[/quote] Sounds good. Does that mean there won't be any "Quick Buy" options for units?&
I've always liked the Settlers mechanic (the original game, I haven't played any of the sequels) for resource distribution. You've basically got supply sites and demand sites. So, for example, say you have a city that harvests Wood. If there is no demand for Wood, it just gets stored. However, if a different city has a demand for Wood, such as constructing a unit/building that requires it, the resource would automatically start being shuffled towards that city. T
Thanks for the clarification. I was a little concerned about "two races" when I first heard of it. I should know by now you guys would provide more diversity than that. ;)
Yep, sounds very good to me. Magic is the currency of the game. Spend it expanding, and you don't have much left to defend yourself or do other things. It seems to have been inspired by Tolkien (not surprising, since a lot of other parts obviously have been too ;)). Morgoth and Sauron were incredibly powerful, but "invested" much of their personal power and malice into creating their followers and armies of hideous things, and dominating the land. Each time they
Just a personal opinion, of course, but I really like the "if you die, it's game over" mechanic. As you point out, one of the big pros of this is that you don't have to clean up the map to win the game. When you crush an opponent sufficiently well to be able to kill the leader, that's good enough. I'm not too worried about it being too easy to knock off a leader with a concerted sneak attack. From everything they've said, leaders will be _incredibly_ p
Mmmmmmmmmmmmmmmm....
Preordered. Can't wait! :)
Happy! Happy! Happy!
[quote]That game will go into public beta early next year[/quote] And by that, you mean January 1st, right? Okay, okay, that's a holiday, so January 2nd... Sorry, I'm just really looking forward to it. Heck, I'm looking forward to just seeing a single screenshot of it! ;)
[quote]If you had merely left off your first sentance[/quote] Someone wiser than me once said that internet discussions would go much more smoothly if everyone just omitted the first and last sentence (or paragraph) from what they were going to write. It's remarkable how often that holds. :) As for New Zealand, I spent 3 weeks there in 2005 and absolutely loved it. It's a bunch of the most dramatic natural scenery you could imagine, all crammed into a couple small islands. I
[quote]+ NEW: Clicking on Race Logos on the Civ Manager>Timeline>Legend screen will toggle them on/off in the timeline[/quote] Thank you! Thank you! Thank you! A million times Thank you! ;)
The question isn't answerable, because you haven't defined what 'intelligence' is yet. ;) That's not just me being pedantic, there is no concrete definition. There is a spectrum of intelligence, not some mystical moment where a beam of light (or big black monolith) suddenly transforms an "unintelligent" species into an "intelligent" one. Is intelligence defined by the ability to have a conversation with us? That's already possible with many species. We communicate regularly
[quote]Imho, the underlying problem is the curent inferiority of mixed strategies. *This* should be analyzed and addressed.[/quote] Okay, sure, I can go along with that. As long as it encourages me to build a 'normal' empire, I'm fine with it. ;)
Except that's not how it works in GalCiv2. You aren't limited financially. You can be making billions in taxes every week, and have trillions in your treasury, but you aren't [I]allowed[/I] to spend it on research and production. If your factories are running at 50%, then your research labs can only work at 50%. It doesn't matter how much money you have. An argument can be made that it's manpower, but that doesn't feel right either. It's completely independent of your population.
Okay, I'm adding a third to the two I've already given. Forgive me if this has already been suggested (haven't read all the posts above) or if it's already in TotA (haven't had much time to play yet!). 3. Implement serious consequences for breaking an Alliance. They shouldn't be something the player can just make and break on a whim, especially since the AI won't. If your civ is allied to another, then I think it's safe to assume that your citizens would look on the other civ quite f
Just two for me... 1) In the Timeline screen, let me toggle the graphs for a particular race on and off, perhaps by clicking on them in the Legend. I, along with up to 7% of your playerbase (I'm assuming the vast majority are males), am colourblind and I can't distinguish some of the races. Is that civ I'm considering declaring war on the one with the economy 1/10th the size of mine or the one with the economy 10 times the size of mine? :SURPRISED: 2) The economy sliders.