Upon re-reading the latest development diary it appears that you can indeed give them magic items.
lwarmonger
Only two playable races but 12 playable factions.
Hey, as long as you do that near your enemy's cities everything is ok. "Um yeah... sorry about that whole releaing a plague upon your lands thing. Our bad... our bad."
The more I think about it the more I think these two things are important to a game of this age, and I am hoping we get confirmation on whether they will be included soon. Morale: Combat up until the modern era chiefly consisted of two armies coming together until one of them broke and ran. Most games do not represent this, and instead have their armies unrealistically fighting to the death, however the real trick of Medieval and Ancient warfare was not to kill all of the
I think that one other thing to consider in your combat model is morale. After all, the goal of most medieval battles wasn't to kill every person on the other side, but to break their lines and make them run. Once their force scattered they were no longer a threat to you. Take the medieval time period, where heavy cavalry was designed to create a shock effect that would break the opponents infantry lines, winning the battle at a minimal cost in losses. This shock effec
Personally I think the key here is based on loyalty. A city of a different faction should have greatly reduced loyalty upon capture, so it must be occupied by your troops in order to prevent it from going back to its previous faction or forming its own independent faction. Likewise, while you should be able to recruit troops from the conquered population (much like the auxiliaries recruited from conquered Roman territories, or like the Germans recruiting from conquered populations
Posssibly getting a city with another race could allow you to produce lower level units of that race (limited in how high they can train), but the morale is extremely low as a result of disloyalty (and a corresponding garrison must be kept in the city in order to prevent it from declaring independence). Perhaps you would have to shadow units of a hostile race in your employ by your own (say two of your own race for every one of a hostile race recruited in capured territory) in order to
No, it is continuous time. It seems to me that this is more like paradox games (Hearts of Iron or Europa Universalis, ect), where you generally pause (especially in HOI) in order to issue orders (because coordinating an air, ground, sea offensive takes a bit of planning), and hit the pause button as necessary to make changes as it is playing out. I often play Total War games the same way. It strikes me as a very sensible way to conduct tactical combat, and as long as it is e
Or Dominions, where it takes a while and quite a bit of praying to get your player back.
I definately think that this is something that should be put in. I especially liked the idea put forth where the wilderness rating determined how wild a specific area is, and as humanity pours into that area and tames the wild (reducing the wiilderness level) there is an eventual backlash from the creatures and smallish tribes of creatures (like whole barbarian tribes pouring into the Roman Empire because of pressure on their land, except to include mythical creatures)&nb
I think that might fall more under the hero system... on the other hand from the sounds of things such a unit could be modded in or added quite easily. It would just take quite a while to build. I am very curious about how the sea will be handled. If it is there at all (I very much hope it is... the sea is very important to societies at the tech level this game will be at), will you just build ships and put troops on it? Or will the crew be inherant to the ship
This sounds fantastic. I am especially intrigued by the caravan idea. For example, it could force you to police your realm in order to eliminate raiders before they attack your caravans. Perhaps include a caravan escort option in order to assign soldiers to protect your caravans going from certain cities, or send heroes and/or troops/ships to raid the caravans/convoys of other nations (anonomously of course). Then there is the whole business management aspect of it,
I agree. A good succession system would greatly enhance the realism and strategic possibilities inherant in this game.
Fantastic! Thank you for your prompt reply.
Several things I've always loved about Stardock is that they have a great track record of supporting their games, turning out a finished product, and listening to their fans. So, here are a few of my preliminary questions and requests. 1. What type of economic system is going to be emplaced? A good system of economics can make or break a game. One reason I like Galciv 2 is because it has an intuitive yet sophisticated system of ba
Hello all... I had just started playing Sins of a Solar Empire multiplayer this last February shortly after it came out.. I got to play it for a month before I went to Armor OBC, and lost my good internet connection. Now I get to my post, get a good internet connection, and it appears the multiplayer community has disappeared? At least open games seem to have. Now I have read people say that when patch 1.1 comes out things should pick up. I hope so, but when
I've seen a lot of people have trouble with pirates, and I haven't seen this put out there, so here you go. You see the pirate timer is approaching 0... so you put bounties on two of your rivals. If they are human you make the bounties higher on both, if they are AI you just need a little bit more on each than there is on you. Then sit back and watch the bidding war between the two players you put bounties on... they will invariably raise the bounty on one another because they can't b
You can deal with the siege frigate spam fairly easily. In fact there is a thread stickied on how to do precisely that. Problem number two is only a problem when confronting humans, and for that I have to thank God these companies believe in supporting their game. Problem number three is that I don't believe you when you say you are a "die hard strategy junky," because any truly good strategy game always has a few balance issues to sort out. If you knew much about complex st
[quote] To make diplomacy 'work' it has to be reciprocal, expansive, and logical. [/quote] Agree completely. Couldn't have put it better.
I don't know... I have to agree that a more consistent method of diplomacy (short of locking teams) would be nice. At least give a little more time or a few more options would be nice(say I'm in a war with someone else that is absorbing all of my ships, and my only ally wants me to attack someone on the other side of my empire, and destroy 5 of their civilian buildings in 15 minutes... not realistic).
TEC because I'm a capitalist at heart... although the Vasari shield defeating missiles are fantastic.
Sova's! They have an embargo ability that is great, and their bombers (once upgraded) are fantastic for system superiority.
Ok, so this is something I'm curious about. It is my understanding that in this game, pirates come from a certain location in each solar system, and they pursue bounties. What determines pirate strength? If they collect more bounties will they get stronger? If they take more trade or refinery ships will that improve their strength? Or is it based on the relative strength of the players?
[quote] Very well, I hereby challenge you all to honorable com... Wow, there's a lot of you guys... Maybe one at a time... [/quote] Honorable combat? "Honorable" sounds like another word for "outnumbered." Just turn around. We won't put the knife in your back. We would never do that. ;)
[quote]Quickly everyone, to the anti-noob bunkers!!![/quote] Too late... we are already among you. Muwhahahahahaha! :LOL: