Honestly this was predictable. I struggle to think what was on the Game Design Doc, and the progress of the beta has been quite similar to how Coders make games at the George Mason Computer Design Program, where they would code and "tweak" hoping for something good to come out. "Balancing" is DIFFERENT then Game Design. One does not "Balance" a game to make it fun." You balance a game to, "Work as intended." The intention is to REMOVE mechanics, not CHANGE them, so that what'
Magicscissors
There are PLENTY of ways to balance Horses in a variety of directions... Most of them are good too! But if I had my magic wand.... 1. Decrease the Spawn rate of horses and wargs to .1-.25 a turn. (Galactic Hunter's Idea!) Horses are hard to find and raise, which is why resource poor countries (such as Nordic kingdoms) often had to rely on Infantry to defend themselves, while Mongols had ple
I still don't understand why Heroes aren't assigned to Units and fight in them.... Just debuff the Fighting ability of Heroes, (Reduce Attack, HP, Defense, etc..) but then add them cumulatively with the Unit they are assigned to. (So that the Heroes stats work with and IMPROVE the fighting ability of units, rather then COMPETE with them.) I mean, I've seen Surprise Resources (Essence), a complete overhaul of Prestige, the leveling system removed, encumbr
If I was the designer (which I'm not,) I would have Heroes join Armies instead of existing out on their own... So for instance, instead of having a Hero exist as an independent unit, a Hero joins a unit, and his stats and the armies stats combine. Why you might ask? Here are my three reasons. ----- 1. Eliminates the Hero vs Army conundrum. Currently, I have to choose between having a Hero centered army and a squad centered army....
[quote who="Tuidjy" reply="8" id="3227689"] 3. I am not sure I like how the enemy sovereigns have multiple paths and silly levels of magic by level 5. It would be better if they had fixed upgrade paths, so that they could not only develop into an effective fighter OR mage OR assassin, but also it would give them personality. [/quote] This.
Hello everyone, I would like to talk about Magnar's Growth Penalty due to the Slavery ability and Tall City weaknesses. As the game is currently designed, Magnar's ability is more of a curse then a blessing because without the ability to create growth improvements, when Magnar conquers multiple cities Magnar loses a great deal of capacity to grow any of its cities at all. Now, I understand that Magnar is supposed to grow with slavery since they are vil
I always thought that the best way to deal with city spam is to tie in a Prestige based solution. I would change the game so that founding or conquering a city requires at least 2 Prestige and that you gain prestige from city levels lose prestige when you occupy or control cities. So for every level a city advances, it cumulatively gains that amount in prestige in the formula of X (X) - 4. So for instance, a level 1 city gives a loss of two prestige, a level two city give no pre
Faction Diversity Thread. Hello, I’m a long time lurker and I thought I would throw some ideas about diversifying the factions. Currently, I feel that Tarth, Pariden, Resoln, Magnar, and Ythril, are lacking a little bit in flavor so I thought I would add some ideas I’ve had to make them interesting. I’ve also included ideas for Umber and Capitar, if they’re chosen to be put in the game. Take them or leave them! Tarth- <br /
I though I'd contribute to the beta process by sharing an idea I had. Problem: Generals don't really feel like Generals not because of their "direct" abilities but because of the shallowness of their General abilities. What we need to address: -Adding Stragetic choice to summoning units. Problem: All this system is basically "cycling" through the troops while trying to get as much gold as possible to get the higher "up" troops, totally ignoring any strage
First off, this has nothing to do with "OMG! this game suxs" or "you didn't balance this game". This is something along the lines of "Hey, maybe we could do this..." Right now, the Rook definetly feels like he can do the wallop, but he's kind of like a 10 story castle with the finesse of a 5 foot character. When I am playing him, it's often like I'm playing a skyscraper on warp drive rather then a walking citadel. He can retreat promtply and strikes out of nowhere with fast attacks.</
Invading Iran is not only wrong, but the catatrosphes that will be caused from it will cause unprecedented economic collapse and a military conflict that will shake the world. But nevertheless, Bush, run only by special interests (why do you think the average American wage has gone up by $1,000 om his term and inflation actually "reduces" the purchasing power!) has decided that he is willing to take America with him. I. IRAN WILL GET NUKES!!!!!!!!!!!!!! Are you kidding me.
How do you modify the Tiles on the Custom Planets (aka Earth) so that you can choose what Tiles are Green at the beginning of the Game as well as what Tiles are Yellow, Orange, and Red? My goal is to create a more realistic Earth that progresses based on actual "Land Value" rather then "Land Mass". As the Technology progresses, so do the 3rd World Countries of the World are able to catch up in Humanity's quest for the stars. Regards.
The Pirates are what keep the game interesting, don't let bad player decisions cause you to nerf them. Pirates are not only ORIGINAL, they are the GOOD KIND OF ORIGINAL. Keep them in and make them as competitive as the players can handle. Other then that. Although I would never expect this to happen in the Beta Phase, it would be kind to include Colonizable moons that offer Resource/Artifact/Logistical/Tactical aid mini planets that could "supplement" the main planet.<
Moons and Gas Giants... Now it's shaping up to something excellent. Keep it up Stardock.
A future that doesn't need us won't include us. If you do believe that our end will come from Artifical intelligence replacing the human mind (FYI: in order for that to be possible Computers would have to be operating with Quantum Mechanics, gl with that), then depending on the nature of the intelligence we created, we can, of course see the "famous end" and the "more realistic end". (And a shit-load more additional ends, including combinations of various ends) The Famous End
To keep the thread alive. The reason why, "I'll pay you more to attack him/her instead" is because the game gets changed to one giant version of a hot potato auction where people are paying each other money pirates instead of actually building units. Having a Hot Potato auction where the person who had $300 more then you because he didn't built his *^%*% Scout Frigate and gave you the all pirate agro would suck While spending all your money to starve off a pirate att
This needs to be fixed as an option to prevent repetition bump
Wooooot
Whatever you do, do not get rid of Pirates. It is an original concept in a bland world, please work with it. Besides I think your idea is perfect when we break it down piece by piece. The Problem: Pirates are too strong and wind up winning games. Why: 1. Because they are recruited on the basis per kill, so no matter what, they will always 100% get their kill . Any stragety that can work at 100% is gimped at the get go 2. Pirates are coming in unreasonable numb
Whatever you do, do not get rid of Pirates. I think your idea is perfect, and I'm
Yes, please keep ALL the Units useful. I mean, just because Destroyers today don't have as much firepower as the Giant Cruisers doesn't mean the Destroyers are the "Early Game Units". What I really liked about this game was that when I play it, I find the best combinations to be balanced choices with emphasis on paticular strageties over SPAM and STRIKE. Light Frigates should most definetly, imo, be named assault frigates, to have a clarification from other games. <b
Guys, guys, guys, guys, guys, be very careful. Cruisers need a buff but I'm all worry-warts. I do not want Cruisers to be the "SUPERIOR TIER II UNITS" that will make all Frigates Obselete. The Cruisers right now need some serious work, but you could actually kill most of the stragety in this game if the Kodak winds up usurping the Light Frigate to extinction. I'd rather have a game where all the Units can be useful then having a game where Cruisers are only useful.<br/
What is the command line to make Custom Planets have Special Colonizationable Properties? (The Aquatic, Gravity, Toxic, Radioactive, and Barren properties.). I know the basics, I just don't know the Command Line to give them that Property.
Finally, Finally, Finally, This is the kind of work that will add a whole new atmosphere to the game. Those little blobs that seem like simple assets could very well become full functioning Planets.