emmagine

emmagine

Joined Member # 2131230
5 Posts 32 Replies 1,283 Reputation

Typically technology victories have been a "research this tech first, you win". This results in a few facts. 1. they are never an early or mid game victory. 2. They feel rather anticlimactic. 3. Often times in pursuing this tech, you actually wind up with less tech in things like weapons and armor. This could be resolved by changing how they are done. A tech victory could simply be a way of saying "you have

2 Replies 2,130 Views

There are a lot of random unbacked statistics being posted here about the frequency of proper vs improper gun usage. I see a good number o them are inaccurate as well. Regardless, there is a broader issue at stake here. There was a man a while back who espoused that civilians were not to be trusted with firearms. People of that age backed that mentality in mass. Then the Holocaust happened. Those who are not students of history are doomed to repeat it.

31 Replies 114,550 Views

One of the things I think would be critical to recapturing the mom feel besides the things you've listed, is the "spell power" stat, allowing for spells to take months to cast making them feel truly epic while allowing you to have those game breaking spells, and the ability to counter those spells if you were properly equipped.

201 Replies 1,153,547 Views

Games and shows in space have been using these for a long time. There was a game we used to play PBEM called Stars! , that offered quite a bit for a game that was released on one floppy. It still has a rather loyal following of a few thousand players. The way Stars! handled stargates, offered some interesting choices when designing your race, and playing. There were a variety of stargates that could be built on a starbase.

4 Replies 2,560 Views

ive been a huge fan of the touch screen implememtation in civ v. any chance of touch screen support in gal civ? even better if we can get it a little more complex like those older videos of warcraft iii on the itable...

1 Replies 958 Views

just to chime in on the whole pike argument..... People who watched braveheart are big believers in the spear / pike vs horses. In reality, it wasn't quite so awesome. Horse mounted troops *decimated* the non mounted variety. 2000 lbs of monster breaks people. Period. (yes, warhorses were typically what we would call a "draft" stock variety these days, and commonly run 1850-2300 lbs. Not the 800 lb variety you see at the track) A long stick wit

39 Replies 131,921 Views

I don't think anyone is requesting MOM2 here. It was a feature of MOM that limited magic, but still allowed spells to be powerful. The current method is to limit the number of Monsters a spell can have summoned on the map at one time. I think the limit based off casting time for the monster is a more effective one, and more fun. And more importantly, and easier to use interface for magic. I don't think anyone is asking for more *powerful* magic, jus

27 Replies 36,864 Views

[quote who="BeelzebossErik" reply="4" id="3341536"]http://fallenenchantress.nexusmods.com/mods/47[/quote] I'm certainly not opposed to using a 3rd party program to install my mod. However, I am unfortunately, unwilling to write my mod contingent upon a program with only 17 total downloads. I'd be catering to a very small audience. I certainly appreciate the work you've done, but IMHO this really needs to be part of the core UI for what mod

8 Replies 7,664 Views

How are you designing your archer units? There is a heafty init penalty on the bow itself, but that gets countered a decent amount just by not loading the figures up with armor causing encumbrance. You can do the same thing with a melee unit, but it is dangerous. If you don't do enough damage to wipe out the target unit, you can expect to get clobbered when they get their turn. If the init penalty on bows were dropped down, then a maxed out for init arch

61 Replies 74,053 Views

Alot could be done with this. Random spells, random really powerful attacks at the end of trees, etc. To me this would add some fun into getting new heroes. As soon as you got one, you'd be checking out their skill tree's to see what potential they have, though I think it would be even cooler if you could mask it so you couldn't see what it was going to be until you got there. So there could be "mage slot 5" that has a random skill, and you could de

0 Replies 5,748 Views

Why can't we click an enchantment off of a unit like we can out of a city? Am I the only one that expected it to be there and didn't know where else to look? I know I can be a bit (or a lot) slow sometimes, but I really had no idea where else to look. And yes, interrupts should have a very high mana cost, or at least a mana cost that varries based off the casting cost of the target spell.

27 Replies 36,864 Views

I should be more specific with the global spells. I would like a UI page that displays all this. Shows what global spells are in effect. I believe the lack of cast time is the main reason magic feels chincy in this game. Not having a UI to see and manage all this is cumbersome. I'll be checking out the spells you mentioned, I've never come across the endless night one. As far as interrupts, If global cast times for spells are im

27 Replies 36,864 Views

I had intended to include that there should be some kind of cap to how much benefit someone could get out of it. (like say it can only go up for 10 turns). It could probably be better implemented with a combat penalty for failure to plan out your actions. something like -35% to offense if you don't mark, which decreases by 5% per turn. The AI already selects it's targets. The player just doesn't have to. This plan would cau

4 Replies 9,139 Views

I actually believe the AI can be written to handle many of these things well. I haven't even begun to look into the AI yet, so the below listed xml is 100% psudocode. (AKA DO NOT USE THE CODE BELOW, I MADE UP ALL THE VARIABLES ) If the code for the AI doesn't already let us do something like the following, it absolutely needs to be in game.

27 Replies 36,864 Views

there are multiple issues with the way essence is currently coded when the quantity changes. For example, if you build a scrying pool in a city with 2 essence, that now has 3, and then destroy the scrying pool...... You retain all 3 enchantments. I wasn't aware the bug extends to calculations for the benefit of things like arcane forge though. Hopefully that will help get more attention to the issue.

4 Replies 7,911 Views

This is a design concept I was kicking around while playing civ5. One of the things that you can do in civ5: if you know one country is sending an army to go sneak attack another country, you can warn the target country so they can plan appropriately. While that's a nifty concept, there is no way that the AI is sending that message about me (at least not accurately) because they don't have the advantage of being able to just look at my current scripted intent, and rat m

4 Replies 9,139 Views