MutantDwarf

MutantDwarf

Joined Member # 1456129
0 Posts 8 Replies 1,240 Reputation

[quote who="chuck1es" reply="261" id="3410509"] ...and we're certainly drawing upon bits and pieces from the Master of Orion series as we look to enhance the capabilities of our combat portion in our game. - Toadman[/quote] Is that supposed to be Frogboy? 'cause being called a Toad might be an insult to such an amphibian. Being called a man might be something new and interesting, though; we'll see how he likes it.

411 Replies 1,959,442 Views

[quote who="charon2112" reply="232" id="3409921"] Quoting MutantDwarf, reply 231 I really don't want something like the GalCiv 2 combat viewer of Civilization-style combat, because it's simply not fun. But it IS Galciv. I find it great fun. There's plenty of other games out there that offer a more tactical battle experience. But this is Galciv, don't screw with it![/quote] It may 'be GalC

411 Replies 1,959,442 Views

And even more basically it's between non-interactive combat and some kind of way to influence combat outcomes aside from simply constructing units. I [i]really[/i] don't want something like the GalCiv 2 combat viewer of Civilization-style combat, because it's simply not fun. Basically nothing happens. Pretty uncool. I don't want a card-based system because that's stupid, but [i]something[/i] should be done to enhance it in the realm of interactabilit

411 Replies 1,959,442 Views

I'd [i]really[/i] like it if they include a proper tactical combat system as well as the normal 'auto-resolve' method that's been used in the previous games. Basically, something like a little game of Homeworld or maybe like MoO2's tactical combat (or Fallen Enchantress's, to use a current Stardock game as an example). The ship-to-ship combat has always been one of the major low points of GalCiv to me. Then again, it [i]is[/i] basiaclly how Civil

13 Replies 34,700 Views

[quote who="Trojasmic" reply="57" id="3334701"] Quoting Vallu751, reply 53 I would like to use them, but the amount of city construction time has just never been worth it. Too high cost for the benefits. This. The city production queue is too precious to be used on the current outpost upgrades. [/quote] Agreed. It takes way too long to construct the outpost upgrades as-is compared with city buildings or units.

155 Replies 133,097 Views

Looking nice! I really like the new hero leveling screen and the news that you're going to look at the city leveling screen, too. Any chance you can make the city leveling screen similar to the hero one (so we can see what we selected previous times we leveled, etc)? It might be interesting to consider an overhauled city leveling system entirely, with it more like the hero system than it is now (with 'skill' trees, etc). Anyways, looking good so far.

74 Replies 256,895 Views

[quote] c ) Let all Wraiths have the ability to add a unit to their stack when they kill another unit (forget what that is called)[/quote] I'd go with this one, but give them -2 to group sizes; they'd typically produce single-unit groups in order to minimize production costs, but will have the option of producing up to size 5 groups, which is the max size for units with that ability. This could reasonably be a unit design trait rath

24 Replies 101,026 Views

They only help if you've actually got unrest in your cities, which you generally shouldn't if you've been constructing the right buildings/etc and your city is in a developed state.

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Do you mean you've got an idea for how you'd like to set it up if you could, or that you have an idea on how you could actually set it up to work in the game, like what values to modify in the XML files/etc? I'd rather be interested in hearing about any ideas you've got for the second - I can't think of anything off the top of my head that would work anything like MoM's artifact creation system; in fact, the closest I can think of would be making it either the shop or

10 Replies 9,575 Views

Arcane Bolt is *way* too powerful. 5 Mana for a spell that easily does 300+ damage, with no cooldown or casting time? It's ridiculous. I wouldn't be surprised if there's something going wrong in the damage calcs - probably something to do with the damage bonuses from things like Archmage and Evoker traits. I mean, it's doing 20x my sovereign's level in damage. Doesn't seem right. Also: Way too many bugged tooltips. When you add in new GameModifiers, always reme

856 Replies 2,045,234 Views

Heh, I rather like the difference between the reactions in this thread (where you're actually showing stuff off) and the '2 Weeks' thread where you announced the map pack. Very, very different tones.

209 Replies 663,137 Views

Yeah, just figured that out; wasn't expecting it to be CreateResourceHoard rather than CreateWorldResource. Also, didn't realize you needed 'Value' there. Ah well. Kinda sucks you can't have the spell do it, but I can probably do what I want via resources instead.

20 Replies 82,847 Views

I'm trying to come up with a way to create a new city enchantment that impacts tile yields/etc on a city without it taking up an Essence slot. I could make it give an extra Essence slot, sure, but I don't want to do it that way, as it would make it impossible to cast upon cities without Essence, which is undesirable. Anyone have any ideas as to how to go about this? Thanks. EDIT: Also, is there a way for a spell to create a World Resource

20 Replies 82,847 Views

I'm pretty sure this would require the ability to alter those tiles' grain production yields. I'm not sure that that's possible with a spell like this. You can do it through city enchantments/curses easily enough, but I don't know of a way to alter the tile yields with a 'map' type spell:/ Been looking into that this afternoon, but haven't stumbled upon anything useful.

15 Replies 9,505 Views

I'd purchase the DLC map pack even though I don't think it's that great of a deal (seems a little too expensive for that); I do play the hand-crafted maps and enjoy them, but even more I'd like to support you guys at Stardock. For the expansion, my personal wishlist includes in big bold letters multiple maps in a single game. You know, something like Master of Magic where it had the 'normal' world and the 'other' plane of existence. You c

213 Replies 768,509 Views

By 'unsupported' it almost certainly means 'we aren't going to fix bugs created in mods'/'we only fully intend to make the base game work correctly' or something similar.

2 Replies 4,909 Views

Ah - that explains something I observed a while ago. I had been playing fine and dandy, but then did something stupid and had to reload a saved game from five turns previous or so. When I did, I got the 'the AI completed the Great Mill' or something message; on the original go-through I'm quite certain that that had not occurred and I was a little confused as to why it happened after loading. This explains that. This was on Easy (hey, it was my first actual

67 Replies 105,264 Views

I like the idea, but I'd rather have the completed gates not be invulnerable at all. It would definitely have to be a new tech, not the old stargate tech because it's too slow. Maybe something like 'controlled wormholes' or something.

47 Replies 24,305 Views