Ideas to make tactical battles much more interesting: 1) Divide each current tile into 3x3 tiles and multiply movement points of all units by 3. The current tiles are way too big and feel stupid when you only have one small unit per tile. Bigger units like slags should occupy more tiles than one. Even in the current system a slag doesn't fit into a single tile, it should be 2x2 in the current system. 2) Incorporate facing. Attacking from behind gives a defense penalty to the d
LNQ
Worked on second try.
When updating I got an error 'File downloaded is smaller than expected.' Trying again.
Solution: If you're married, you occasionally get a message saying that you and your wife both think you might be ready to have a baby. Game asks if you want your spouse to accompany you for a while. If you choose yes, your spouse is removed from the world map. After a few turns, your spouse returns to (appears in) a city of yours closest to your Sovereign with the newborn baby. If you choose no, it means you decide to postpone having the baby.</l
Now let's get off this _______ planet.
[quote who="psychoravin" reply="56" id="2682122"]I'm not fearing city spam so much now as I am fearing city GLUT (spreading out so far all the cities are touching one another or nearly.) What's the use of pioneers when all you need to do is expand your borders?[/quote] Pioneers probably become obsolete now. Except for founding cities, of course.
If Tactical Battles slow MP to crawl, there's no point in having them in the initial MP mode. Of course a on/off choice when creating games would be ideal.
At 0:30 in the video you can see that they finally loosened tile placement a little bit - you can place improvements diagonally from existing ones in that build. I'm glad I won't have to cram everything so tight anymore.
Gorstagg, yes I meant that Mana can stay as Mana but Spell Points should change. For some reason my list of suggestions didn't go through, here's another try: Magical Knowledge Arcane Knowledge Spell Knowledge Arcane Points Arcane Lore Spell Research Points
The name of points required for casting spells, Mana, is too easily mixed with the name of points needed to learn spells, Spell Points. Spell Points == Mana in almost all other games. This is why in my opinion the name 'Spell Points' should be changed into something else. For some reason my list of suggestions didn't go through, here's another try: Magical Knowledge Arcane Knowledge Spell Knowledge Arcane Points Arcane Lore
Okay, I've played the beta enough to have finally made up my mind about this issue. The goodie huts, inns and such stand out well in the cloth map, but in the normal graphical view they blend in with the scenery so well that I actually prefer playing most of the game in the cloth map, just to make sense on what I'm looking at. There are two main offenders: 1) Goodie huts and quest locations. I absolutely must have an option to have some sort of a glowing circle / square around
I agree especially with two aspects of the original post: 1) City building is immensely boring. There are not enough reasons to think about which way to lay out our improvements. We need much more motivation to place improvements in a certain pattern. As it is now the only two reasons to actually plan tile placement is a ) blocking the enemy from passing through the city and making our units able to reach a certain tile quicker and b ) to reach a certain resource tile.
It's hard to know what the correct arcane knowledge and mana levels are, but here are some spell suggestions: Spell Name: Winds of Maturity Strategic Arcane Knowledge: 10 Mana required to cast: 3 No. Target child matures faster when this enchantment is active. Spell Book: Book of Life Note: An off-beat spell to give more variety to the spells in game. Can be useful if you want to buil
I just want to piont out that it's not always good to give more options. Makes things seem unpolished and not thought through. In this case I would have a checkbox - scaling on / off. Default off. No slider, the slider seems like unnecessary micro. [quote who="endofdayz" reply="27" id="2668138"]I think them growing and shrinking takes away from that "Epic" feeling you should get as you view your surroundings.[/quote] This is exactly the reason I don't like scaling. It comple
I dislike the scaling. A lot. I'm completely with Raven X and GASherbert on this one.
Aura of Fertility - Increases the chances of getting babies. Still have to be married though. Winds of Aging - Cast on one of your children, he/she will advance in years quicker until reaching adulthood. Planar Sanctuary - Create a temporary gate to a sanctuary on another plane of existence, where an army can rest and recover health just as if they were in a town. They cannot be attacked while in the sanctuary.
I'm fairly confident that 'closing the public beta' means that we no longer get to participate and they continue testing internally only. This will happen once the game is nearly finished and they need to do some final tweaking that we are not that useful for. Also, it's much faster to develop when you don't need to roll out betas to many people, so having an open beta running during crunch time might not be that good of an idea. Regardless, there won't be that big of a gap between re
There's so many dynamic things happening in the brain that it would be interesting to know how to actually replicate that with a computer. It might not be as simple as getting the computing power up to par, or rather the estimates of the computing power required could be way too low, just as with the estimates to the complexity of genetics was. It's also interesting to see if Moore's Law remains to hold up when we can't rely on transistors anymore. Much of Moore's Law has had to do wi
[quote who="Demiansky" reply="155" id="2659274"] The reasoning lies in the complexities of proteins, steroids, lipids, enzymes, sachyrides, etc. and tha massive number of interactions they have with one another. Most genes produce or regulate one of these mechanisms and each one generally has a broad range of influence. It's not like building with legos. You can't just snap away a part of a body and clamp on another. If you were to compare it with leg
Would be better if they were small settlements as someone pointed out. As they are now they're detrimental to the atmosphere. I find it strange that the lore with Random House etc is advertised so much but then you don't care that much about the consistency of the game world.
[quote who="Demiansky" reply="147" id="2657422"] Designer People: The idea that we can one day in the near future create "designer people" with a broad range of selected genes is possible, but *very* limited. Most genes code for proteins that very active and influence a broad range of other proteins. We'll probably only ever be able to add genes or cassettes of genes to a person's genome that are simplistic and not very active. The primary application will probabl
Here's a very good article in the latest The Economist on "Biology 2.0", or in other terms, the stuff I was talking about relating to modifying creatures. The first article is about Biology 2.0 in general, the second one is about the synthetic lifeform created this May. http://www.economist.com/node/16349358?story_id=16349358 - Biology 2.0 http://www.economist.com/node/16349380 - Inhuman genomes I urge you to read these. Enjoy! PS. Note that there are even more
I would like tabbing buiilding very much. There's too many improvements available to easily use the current menu. Also, tabbing could reduce the build menu size, I wouldn't mind it taking a bit less space.
Make the husband/wife disappear for X turns, stating that he/she is accompanying your Sovereign for a wihle, before you get a new baby. Then let him appear wherever he was before and spawn the baby there.
Sure, will do. Sorry.