Just briefly reviewed this and found these. [quote who="sweatyboatman" reply="3" id="3307349"]#1 Road Building: Road-building between cities/outposts is a big headache... #2 Pathing hints: Give the user an idea of what path a unit will take before they start to move. Also, for moves that take multiple turns, show the number of turns to complete (preferably by coloring each turn differently). #3 Allow passage through allied cities/structures: if we hav
James009D
There are so few of these threads, which saddens me. King James Fox "The leader of a great nation that had fallen in the cataclysm James Fox finds himself rebuilding that nation with those who survived. A man of integrity, leadership, and intelligence King Fox believes that he can unite the lands and reclaim a lost time for the embers of Armageddon." M
[quote who="Gammit10" reply="27" id="3311686"]I would love if more micromanagement was offered as an option, maybe even just for higher difficulty levels and with the weaker difficulty levels the AI takes care of these decisions for you. Options are good.[/quote] This. I like this approach. Let the game automate what you want it to and allow the player to focus on what they want to focus on. For example, maybe I don't care about research, city building, or unit
FTL is a fantastic little game, I just wish the developers would keep adding to it. I want to see DLC, more mod support, new scenarios, etc. Also, if you want to watch a quick Lets Play of FTL, check out this link: http://www.youtube.com/watch?v=XfpVw9ECbuA Lastly, regarding Fallen Enchantress, try not to take too many steps back with the RPG system. I feel like the RPG aspect of the game
Actually, I believe I have already tried using the bandit lord ability as a base for this and had no success. It's either a problem with my code or it does require a castable spell. I'll look into the summon elementals spell.
Hmmm, I have come to the realization that I have no idea how to actually make a spell. I'm going to assume that I need to make a custom trait or ability that links that spell? Then give my character that trait or ability. Here's what I have now: [code="xml"] DisplayName DisplayName </DataChecksu
Two excellent suggestions, I shall try those. Thanks!
I have a sovereign I created who I decided to make a weaker character, however, I'm planning on him starting off with an additional companion to off-set his weakness. I know how to add an additional dog or bandit or guard to him but I'd like him to start with a full champion or companion or hero character who can level up, get equipment, and hold their own. The question is: how does one do this? I've messed with the code a bit for the character file and
Yeah, modifying the textures isn't too difficult. We just need a skilled artist or graphical person to sit down and make a variety of faces or something. Frankly, I'd love to see more faces; right now there is too little variety and not enough to really distinguish each character from one another. EDIT : More clothing, armor, and weapon variety is also always a win.
I remember this actually worked in the beta. I believe some of the screens are missing but you can indeed get married. I can't remember if off-spring worked though and that's the big issue. Also, I believe computer players started off married to a randomly created NPC, which was kinda unfair. But if someone can get this working well, awesome .
I'd check the character's file and see if the history is in the right area. It's probably just under the wrong declaration or an old character (from a previous version).
[quote who="Emperor_Nero" reply="3" id="3257515"]You have to give it a couple of minutes. It works fine, but you can't be so impatient. If you cared to read around you would have read that they're people having IT errors that are out of their hands. Shit happens. [/quote] Try not to be too judgemental in a support forum where people are already having problems. You're just batting the fire. I'm having this problem too. I think I
I'd change the governor bonus to work 100% when in a town and slowly ween off after they leave (speed depending on how good of a governor they are, maybe 2-10 turns). I think assigning governors would become too much micro-management and require unnecessary UI work. Regarding grouping troops to heroes, I think your idea would work better within a trait (like Commander) rather then a broad bonus. Some heroes are leaders, others are not.
Ewww, awesome. I'm gonna have to pick this one up.
Just thought I'd comment and say that Fall Further from Heaven (an excellent mod for Civilization) had buildings you could construct that gradually gave unit's XP for being stationed there (akin to passive training) up to a certain level. This rewarded players who constructed these buildings and gave a way to revive old unit's who didn't necessary benefit from the initial Barracks upon training. Basically, units and heroes need ways to <span style="te
[quote who="Crono908" reply="23" id="3112053"]See, Star Trek the Next Generation actually got better after the passing of Gene Roddenberry, rest his soul. Maybe thats what Star Wars needed, George to die before he made the second trilogy.[/quote] True, but there were many other factors that contributed to it's success besides the passing of it's creator (ie. TV success, characters, modernization, funding... least of which, better writing). Also, loved the Bothan
iBuypower FTW. I think I may have gotten mine after seeing it suggested here, I don't remember. Anyways, cool screenshot.
I know about Wasteland's influence on games like Fallout and would love to see a modern adaptation of something like Wasteland.
Faction creator could use just a little love. That being said, I think most of it is easily modifiable in the XML files.
With Kickstarter being such a huge hit (or fad) I think it'd be a perfect time for a remake of Master of Orion II. MOOII was one of the greatest games (especially strategy games) ever. It's funny that so few games are made to the level that they were back then. I know it has something to do with the way they're developed but I really can't help but think that the talent has gone elsewhere. Brian Reynolds, the creator of Alpha Centauri and Rise of Natio
Woops, thought they were the same thing. It was the newest Master of Mana that I had tried, I was using the terms inappropriately. I had downloaded it from that subforum linking to the website. But, yes, found it a little too complex... interesting but complex. I know my MP friends wouldn't be able to get into it, FFH is hard enough as is. That being said, it looks like the most complex, magic heavy sort of mod for a good singleplayer game. <p style="padding-left: 30
In the Elemental downtime I've recently started playing Fall from Heaven ( http://forums.civfanatics.com/forumdisplay.php?f=190 ) again after a long sabbatical from it. I'd actually forgotten how much fun it was and how great a game can be. Recently I've tried the Fall Further From Heaven Mod ( http://forums.civfanatics.co
Must agree about the movement speeds, sometimes it's just too slow. I really think the game would benefit from some civilization style (build-able) roads. That being said, Elemental's "Engines" are horses ... as much as I hate using horses.
Awesome. Going to read this now. Can't wait for another Simcity Game. Gaming just hasn't been the same since they stopped making them. [quote who="Neilo" reply="2" id="3094789"]Simcity 4 sucked, and so does Cities..IMHO anyway. I hate the class aspect, and i hope 5 does away with it, i still play simcity 3000! [/quote] Them is fighting words (at least, the Simcity 4 part)! But seriously, what class aspect didn't you like?