red1939

red1939

Joined Member # 2390762
0 Posts 62 Replies 9,500 Reputation

The title says all. While I understand why rummage system is good, and how it helps a player train his units and manage the resources (basically he doesn't have to think about them), but giving an advantage of elite resources to every player is in my opinion a bad decision. Sure, let the iron, copper, mana crystals, woods etc. be available in the rummage system (in greater or smaller amounts), but for god sake - please don't allow EVERY resource to be obtainable this way. It was said

23 Replies 63,980 Views

I don't see anything particularly bad about the prestige system. It makes sense. I agree that increasing the population the standard way seems more appropriate, but if we assume that we start with 10 ppl in a city, than think how long it would take for children to be born (I mean when they become full-fledged citizens). The things I don't like about prestige, is that it would be more suited for influence system. If we make it a birth-rate stat, will there be any influence to talk about?

29 Replies 18,309 Views

I am wondering if they want us to report (still) bogus economics (dichotomy between reported and real income values), (still) horribly bugged city creation system (disappearing buildings, making proxy buildings by destroying some, build available icons for unavailable buildings), funny road system, bad starting locations, too much resources available? Or there are other pressing matters? :)

5 Replies 2,489 Views

I wanted to write a post about UI, but I think I will post a short comment (just before the crash), or should I say, a proposal of how - in my opinion - should tech development look like. Later I will try to add a screen shot presenting what I mean. 1. Divide the techs into three major groups: Civilization , Warfare & Other (it's probably better to find a more suitable name for it). In order to refer to a tech - for example - "Godl

67 Replies 43,366 Views

ON TOPIC: Yup, I agree. Changing a name of the faction, together with it's models won't make the most important part of a 'race' - play style. This is the most important thing. You can create an illusion of a diversity by adding race division (between factions) and different graphics (unit models & skins, town graphics, etc.), but in the end it won't matter. As you have already said, there are a couple of ingredients needed for an enjoyable faction: Diversified, dis

6 Replies 12,070 Views

While I like the fact that you think out of the box, but a no-city system had to be definitely a mod (no chance for such major game change), and I don't find it very effective. Cities make it possible for you to manage everything and centralize in the borders of a city. It's easier to know where your units are built, what city (place) are they guarding and with what city you are trading. It's a real life simulation that works, so you can't go wrong with it. You posted a short (no offense) sug

5 Replies 4,616 Views

Something similar happened to me. I built a few cities, roads, imporvements and was venturing around with my sovereign. After clicking on the "End turn" button several times, the game froze. debug.err

3 Replies 1,341 Views

There is another problem with this. When you hover over the city you see something like that: Max. city size: 30 City size: 31 Citizens per turn: 1 Turns to advance: 19 I marked the buggy/confusing pieces of info. If your city maximum size is 30, it should never be higher, period. If you can't reach a next city level, then you should be notified that you w

5 Replies 3,453 Views

First, I don't think that you should have so many units present in order spread a ZOC. I would say: 0-299 units - no ZOC 300-499 units - 1 square ZOC 500+ units - 2 square ZOC 3 square ZOC would be too much in my opinion. It's like: XXXXXXX XXXXXXX XXXXXXX XXXOXXX XXXXXXX XXXXXXX XXXXXXX Horribly too big. I understand that bigger army would be able to cover bigger area, but if you spread your u

8 Replies 7,491 Views

Baldur's Gate...? So I can click my unit to move, but it will only happen if the next turn has come? So if I cast a spell but no before the actual turn (a little after it started), than I will start casting the spell in the NEXT turn? Confusing system, I have to say.

22 Replies 21,547 Views

[quote who="Climber" reply="3" id="2423513"] (...)Well said. I've changed the forumla to 2.5% Damage inflicted = DAM * [1 + (ATT – DEF) * 2.5%] What it does is it broaden the damage ceiling. Now you cannot damage a high quality unit if your attack is 40 points lower than their DEF. If your ATT is within that 40 points, you just need to increase you Quantity of unit to deal more damage. Now your Bear Paladin can be killed by 10,000

25 Replies 120,451 Views

So how would you restrict kingdoms to level only a few cities to a metropolis? The dumbest idea would be to set a fixed number of cities, which could attain such status. I think about a system where it would be done like this: 1. Your civilization reaches 20,000 citizens. 2. The game takes the biggest city and makes it a metropolis. 3. After you reach 40,000, you get another metro (we exclude the previous metropolis from the list). 4. The last metro you gain when you re

9 Replies 47,986 Views

Hello everyone! I don't know about you, but I am really fed up with spiders running away from me, being just a space away. I think, every unit, or at least some specific units (for example big armies) will have a ZOC (Zone of Control). This ZOC would span 1 space from them: XXX XOX XXX X - ZOC O - Unit If any foe crosses the ZOC (unlimited times during the turn), you can choose whether you want to stop (intercept) this unit, or not. It wouldn'

8 Replies 7,491 Views