James009D

James009D

Joined Member # 1823222
2 Posts 150 Replies 957 Reputation

[quote who="SnallTrippin" reply="33" id="2703545"]I recommend killing a white goat at midnight for good luck.[/quote] PETA called, They were looking for you.

40 Replies 75,669 Views

I'm willing to bet there will be more dynamic descriptions upon release. There is already some dynamic text in the history descriptions, it'd just be another small hurdle to give them to cities and I believe the area for the description is already in place. I've always enjoyed reading GalCiv2's planet descriptions, kinda connected me to them more and made them more meaningful to me. Units and champions can also have their own descriptions. I doubt it would be to difficult to make the

1 Replies 3,314 Views

Agreed, perhaps each veteran level should add a +.25 to combat speed or something (maybe more?). It wouldn't hurt if they had some small sight, defense, and attack bonuses for the highest levels too. I'd also like to see some "training packages" (like the medical pack) that you could give custom units that increase cost and training time but grant some better benefits. Its on my modding "To-Do" list.

1 Replies 3,551 Views

Good luck. I'm gonna watch it. [quote who="Tasunke" reply="20" id="2703023"] Quoting goodgimp, reply 9 Quoting Pantasd, reply 1 its the final countdown Now all we need is Gob and a magic show! Gob + Magic Show ftw !! [/quote] Best show ever... especially with his theme song.

40 Replies 75,669 Views

[quote who="VermillionChaos" reply="13" id="2701771"] That is all well and good... right up until you finish the campaign. Then what? It isn't like your staunch refusal to see it will just make Multiplayer go away. It isn't tinkerbell, you can't disbelieve it out of existence. MP keeps people coming back to the trough. And limits on what any one character can achieve is what makes the game interesting. That is why fallout 3 was such a freaking snoo

21 Replies 10,530 Views

Heres a number of good modding references: Champion/Hero Modding Guide Historys and Traits Mod (Small Guide) XML Files Roadmap New Faction Modding Guide Can't wait to see what results from mod week! <div id="_mcePas

28 Replies 68,524 Views

5. You can create your own faction, however, you need to do it in XML. There is a thread up about it in the modding section, it's not all that difficult either. The released game, I do believe, will have a custom faction creator though. 6. You get horses as a resource and can "purchase" them in the store once you research the technology.

16 Replies 11,851 Views

Wow Malloreon , that's quite a wishlist you have there! Quick question for you, have you successfully created a dirt patch which works as intended? I'd certainly love to get some filler and it'd help with planning.

105 Replies 353,563 Views

[quote who="Twohawks" reply="2" id="2702202"]... another method to prevent the ally rush ( where we ally with nation only to move troops to attack close to capital) add a negative modifier to future alliances call it diplomatic reputation you can use this for any abusive or negative act to make future negotiations with all other kingdoms difficult.. if this is not already in there heh heh[/quote] Yeah, if you break an alliance or attack under "non-aggression" you should lose a bunch o

4 Replies 4,488 Views

The UI certainly needs some work. If you get a ton of resources and manas the top resource window kinda goes into the population/time window. It just doesn't look good. I'd also like to be able build something in one city, click another city, and build something there without having to keep changing windows. I also dislike how the prestige value is rounded down, we're basically wasting prestige and slowing growth.

3 Replies 1,400 Views

I agree, it's kinda annoying as is and, just from an organization perspective, I'd like to be able to drag people around to change the order. It'd also be nice if we had a... better UI.

10 Replies 4,817 Views

Yeah, I kinda HATE having to re-negotiate the darn "non-aggression" pacts every 50 turns just so my scouts can continue and for new trade. They should be permanent upon signing for something like 10 turns, afterwords you can cancel them (with a cool-down timer before war can be declared). I'm almost to the point to go in and change the code for the "non-aggression" pact to make it infinite but I don't know if the AI would handle it well.

4 Replies 4,488 Views