[quote who="landisaurus" reply="20" id="2095792"] That would kinda suck, monster spawn from dungeon ON your city. I'd want the game to interpret it as being created by the city so the monster was loyal to me now [/quote] Maybe you just stumbled on a new feature for certain races? [quote]Race X: Can build settlements on top of dungeons for recruitment of dungeon monsters[/quote] That would be pretty sweet. Maybe impractical, but sweet. Or
Lord Reliant
Any word on updates for Gal Civ 2 in the future? It was hinted at a while ago, but I'm curious for more details (please).
[quote who="BoogieBac" reply="12" id="2095143"] Supposedly last week they had their first Alpha build. Got pushed back due to Demigod testing (which is ALOT of fun, BTW), which really just means it'll be more robust when it's done. I'm working on the Essence code ATM.[/quote] Thanks for the update, Boogie, as well as a list of your current task list. Very interesting! You have quite the diverse task list. Too bad devs need to be pulled from Eleme
Supposedly last week they had their first Alpha build. I'm hoping some more details about that will emerge soon!
April 7th isn't too far away for Phase 3. I hope things are going well for this to rollout then. Edit: turns out that's supposedly only a week before Demigod is released. Makes sense.
Travis, I didn't find this until now, but thanks for your help in the past with Impulse. I hope you've enjoyed your new opportunities.
[quote who="BoogieBac" reply="13" id="2086892"] I hope that is a good. Are you suggesting you have played non-land based strategy games that feel like it? or that it is totally unique Yeah, it's good The system is scalable, not just graphicially, with the speed and size of objects, but in how the game 'feels'. Lets say you're sending your main hero out into the wilderness...you zoom in and behind that unit to get a traditional 'RPG' feel (think FF7 or 8
Not that Impulse is without failings, but SD does a great job of customer satisfaction and has a great product.
Speaking of which, any new screenshots from the alpha this week? (hint, hint Boogie).
What will be the cause of increasing the number of troops? So, if at the beginning you have only a handful and later you command thousands, what is the major reason for that? I imagine the answer will be a variety of reasons, but I'm curious how big a role magic will play in this versus creating settlements/civilizations versus your channeler and heroes' abilities.
[quote who="landisaurus" reply="23" id="2028523"] So I guess neither of you played the original master of magic? (I got my copy about 16 years ago, which I assume most people did)[/quote] I played it! Although, not as much as I would have liked. I think I just had a demo, so I didn't get to fully enjoy its gameplay. Pretty advanced for back in the Windows 95 era.
Interesting it might not be the same developers. I wonder if they're working on the PQ follow-up, Deathbringer. I remember seeing posts about that expansion/follow-up not long after PQ was released, so I'm surprised it took this long. I've also found it odd how long it to Infinite Interactive to update their website with info about Galactrix. Now it's a new (and better) website, but it wall all very strange...
You may not like the game, but you make this sound like some grand conspiracy. It's just a game...
AI enhancements won't be ported over to the non-expasion version of Sins?
I played the demo and thought the game was an improvement in many ways over PQ. However, the demo is limited, and I could see hacking jumpgates as being tedious (if you had to re-do ones multiple times). It's too bad they didn't decide to partner with SD to provide multiplayer.
I like the concept. Here's my only fear, though: In GalCiv2, manually telling each planet what to build for buildings was fun at the beginning but really, really, really (did I say really?) tedious in the later game and especially on huge maps. Twilight of the Arnor helped a bit to create global build queues, but it's still not that flexible/customizeable. It looks like building cities could be equally micro-management-oriented. What measures will there be to
This is all assuming you like to play multiplayer, right?
I saw GalCiv2 at Target in the value gaming section for $10. I don't think I saw this before, but I don't check there too often. I wonder if they'll get the Game of the Year edition, too (or maybe it was there and I just missed it somehow).
And now the EU3: Complete version is for sale ($30): http://www.impulsedriven.com/news/1197_Europa_Universalis_III_Complete_Now_Available My free weekend just became busier. A big thanks to SD for making this bundle available.
That would be cool to hear more about the coming update. If it's selling that well, there's probably some cash around to devote dev time to improving things.
That's cool. Why has this been so popular recently? Any particular marketing efforts that would have helped (other than putting on Game of the Year)?
A few comments/questions: 1. I find it interesting that gaming philosophy has changed a lot at SD. Originally, gaming wasn't going to be ranked because of all the negative associations associated with ranked game play. Now that's being incorporated. I personally think this is for the best, as it gives the game makers the option of having rankings, whereas intentionally not making this will be limiting the options of using Impulse as a gaming platform. 2
Boogie speaks! That is pretty funny. Sounds like the map generator was a bit too random, huh? Wouldn't it be nice to have the source code to Civilizations or HoMM and their random map generator algorithms? Are there any random map generators that currently exist out there that are really great?
I'd also be in favor of releasing stand alone components, similar to Spore: *Creature builder *Hero builder *Spell builder *Building...builder *Race customizer etc. Even just starting with these individual ideas would seem pretty helpful, as they'd be sub-screens of the main game and could be more easily individualized.
You have my full support, Brad. Sounds like a great idea and a good way to flesh out problems with the cloth map concept. Another idea for you- how about doing the converse as a beta? For example, can you play the game without the cloth map? Maybe that's not possible, but it would also help to flesh out the details and see how useful/good the detailed view it. Oh, and thanks for the update. It's been a while (and I'm sure that has to do