Dr Franknfurter

Dr Franknfurter

Joined Member # 2194179
0 Posts 45 Replies 816 Reputation

I'd vote for Expanded race distinction , without those assets most custom races will seem like merely minor adjustments of the defaults... I want to play with different skeletons. But as someone said on the other thread, in GalCiv2 I played the stock factions more when each had a superability and techtree. I'd play each stock race more often in elemental if each default race had one unique ability or group of associated techs... It'd be nice if those elements could be

207 Replies 513,434 Views

I wasn't suggesting removing having the same building on multiple tiles, rather questioning the logic of building hard-caps... why can you only build 1 workshop? why 1/2/5 workshops or labs? If you have a specialist mining town it should be able to build more production buildings, at a cost to other areas. One way to do that is to group buildings under the same hard-cap and turn it into a soft-cap affected by specialisation. It could be related buildings or it could be opposites, like magical

5 Replies 6,543 Views

Currently the maximum number of buildings is limited by city size and building type. I simply suggest that groups of incompatible buildings share the same hard-cap. Things like passive and aggressive buildings (morality): a monastary vs barracks, or other conflicting build choices (population): slums vs mansions vs sacrificial alters. (production): the first small production building, producting materials, food, research etc Also, the hard-cap should be adjustable... I'd like each cit

5 Replies 6,543 Views

Perhaps it's just me, but I'd like any consideration of minigames to consider how they could be used in singleplayer. Picture solitare(cards of fate)/minesweeper (trap sweep, crystal scouring)/arcomage...in MP it's a diversion, perhaps gambling mana or gold. How about use of these as an optional quest minigame in singleplayer. I'd quite like a long arcomage battle to determine if I get just the quest item or the quest item and a tiny xp/gold/mana bonus. I think if there were limits, dim

43 Replies 28,270 Views

Since we're talking about time... here's Archon http://achrongame.com/gameplay.html http://achrongame.com/technology.html an RTS game all about time travel, moving in real time and the technical problems of having to resolve conflicts... They use travelling time waves to resolve the superposition of states. Building destroyed or alive and downstream effects. They reduce the di

187 Replies 427,015 Views

I have to say, I love Master of magic. I wan't around for it originally... or rather I was playing sonic back then...but have played it for many hours on Dosbox... as most races, with most spellbooks and twice cheating to have every spellbook...at which point the possible enchantments run off the window in the artifact creation screen... and it doesn't actually make parts of the game easier, since you have far more things to research before you hit the ultra rare spells... but you can

130 Replies 70,029 Views

[quote who="the Gorgon" reply="82" id="2552490"] ...What I realised when thinking about e.g. the system in GC2 was that a "passive modifier" doesn't make the game more fun even when it is hugely important and influential in the game . Take for example the Federalist modifier in GC2 giving you +20% (or was it +15%??) bonus to economy. Hugely important, but the game isn't really any more fun to play and you never really think about it. What would be bet

149 Replies 261,460 Views

I think most of the lore will be there in the defaults, small adjustments to that are fine... large ones should eventually just be custom civs. Although with lore/backstory I would love it if each trait linked with a line of text that was added or removed to the backstory. So... with the default options they have the backstory, change a trait and it changes any backstory related to that trait . E.g. General lore - Faction specific "after the war of the titans

13 Replies 12,822 Views

[quote who="kingtiger_522" reply="90" id="2552713"]if you combine "lucky" and "stupid" you get "Fool's Luck," meaning that while you're really stupid, you're also nigh-immune to negative events.[/quote] Just thinking, I like this idea... I'd have fools luck being unlocked and automatically gained when you mix traits, lost when you lose a prerequisite. Another thought, related to the above. Traits/items gained trough quests... with some form of adventurer trai

149 Replies 261,460 Views

I really struggled to find an ore earlier... I knew it was there from the mousover... I built a city and had to snake along with huts to find it. (Building adjacent did reveal it, being in city visual radius didn't) Still good luck with tracking it down... It's odd that it gives you the pop-up which I would have thought meant it was now "unhidden" at some level, as it's fully hidden and shouldn't display the pop-up in the FOW...which makes it sound like the tactical i

9 Replies 906 Views

Sorry... fairly long post on themes? yeah, mainly themes Life mastery - cost 1 (requires life books) Gains the ability to cast healing spells at 1/3 cost on the clothmap and at half cost in tactical battles. The first healing spell each turn or each battle is free. Unable to cast suffering spells (DoT) Life link - cost 3 (requires life books) Every troop produced increases the sovereigns current health and maximum by 1 (up to x2 or f

149 Replies 261,460 Views

well at the moment units can be designed with equipment from research or other sources. It's not so different from galciv really, you can equip a trade module, but not a trade and construction module... or a hat, but not 4 different hats... also armour, weapons, sensor modules (scouts cloak) Still, it does leave a lot of scope for other potential modules/equipment/bodyparts to be added. I suppose if it's not too difficult to do you could probably add extra limbs... but it does

30 Replies 82,912 Views

They have to do this anyway for the AI builds... wouldn't it be a good way of testing how smart the AI build order is? Give your cities an automation script from the one(s) the computer would use anyway? AI default, AI war, AI farming whatever... because the AI already has to work out what buildings to place when it starts a city or captures a city... it's not good at it... but we could help suggest build orders, conditions for placement and things? I'm guessing you could have a very

2 Replies 4,004 Views

I had the same thing... full control of the other sov though... was actually quite fun (sent them to attack their own towns in an attempt to find out what happens when they die... but they just killed their own children instead... couldn't defeat that race either... but they may have had a hidden town somewhere) http://pastebin.com/i2u9QC12 captured the capitar sov, playing as the female sov P...s

2 Replies 450 Views

Well I don't think they all have to be simple colour changes... it can't be too difficult to draw some rough horns or wings in 3D and have those as items to represent demons or dragons. Even a little halo for angelic. Maybe some colour changes and auras would be harder to show or distinguish because they'd look bad with the lighting effects turned off... or with different base skin tones. If you can have different shaped cloaks I'm sure tiny purple bat wings folded up on your back wouldn't be

30 Replies 82,912 Views

Just a thought... but I really like the mention of hybrids. I've read all the posts on genetics and breeding but I hadn't really thought about adding captured monsters and breeding them... with each other or perhaps with your own troops. I'd like it if your default troops could evolve over time with breeding. Imagine magically assisted breeding with giant spiders, when you've captured every spider you can find. Eventually you have your local militia with a large number of legs and arm

30 Replies 82,912 Views

I had the same problem, mostly fixed by disabling advanced lighting... for some reason the sovereign icons don't show, still white, but they at least show up on the sov design screens. Units also work now though and unit design is nice and pretty. -rather than being eye bleedingly bright and pure white (with blue shadows... or blue with white highlights? or spotlight I should say) Also Nvidia (hiss... and GeForceGo 6100), also laptop... also not official drivers. (probably invalidates

9 Replies 3,143 Views

How about this... 1 road generated automatically after n turns to nearest city . So after your outpost has been sat for 20 turns it'll connect it's new mine to your starting city. Outpost support 1 road connection max , each city level supports more up to 4/5 roads top (I was thinking of caravans leaving from north, south, east and west gate... but I suppose you could have 4 roads leading south that branch later if you're a

287 Replies 657,827 Views

I'm wondering if rather than nerf or un-nerf pirates to match every player's optimum... they could just have a difficulty setting. Easy--->insane. My only interesting thought is doing the same for neutrals. I like the occasional slow game and fast game. Some things make little sense... pirates being insane in difficulty with no scaling of the defences in neutral gravity wells. If you could control both I would be happy. (I'd regularly set neutrals to hard/insane and pirates to hard probabl

0 Replies 1,613 Views

[quote]The radiation thing is the other part of why it doesn't work for me--radiation leakage is unarguably hazardous (just as anal leakage is univerally unpleasant, fetish-folks excepted), and this 'essence leakage' thing seems to be a suggestion for a positive effect on terrain and/or units.[/quote] Again...*long sigh*... would diffusion work better? osmosis? Air pressure? water flowing down a mountain? Light from a candle? heat from a fire? all of these have one thing in common, mo

19 Replies 19,954 Views