In general, thoughtful analysis and discourse is hard to find in life. Online is no exception. Instead of being able to walk away from a conversation, though, most forums force us to scroll past blathering idiots. I really want an "ignore poster" feature on forums, whereby their posts don't even show up. I'd also like to view a forum thread only looking at certain people's posts. It's just a failing of the medium at present /hopes this post doesn'
Ynglaur
You could argue that monopolies only increase their own profits in the short-term. Once a monopoly is established, it has no incentive to improve itself, either by increasing revenue or by decreasing expenses. Thus, it loses the opportunity cost/benefit of efficiency gains over time. It becomes a cash cow, but never really grows. The source of real wealth in capitalism is all based around growth, and not a stagnant company that nets $x in profits year-over-yea
Will we be able to "promote" any given army unit to give him/her special gear, or will only heroes be allowed to have individual gear? That is, if a "person" from the village is part of a group, does every person in the group need to have the same gear? Also, will it be possible to define "groups" with variable gear? Uniform, disciplined armies are one thing. I think it'd be cool to recruit disorganized mobs, warbands, etc. with disparate equipment, experience, and ev
The game is hard-coded to look for a CD-rom and play it, iirc.
Thanks. Pre-ordered!
Thanks - I bit the $9.95 bullet. :)
Darnit. How do I pre-order?
Title says it all. Does anyone know?
Running Impulse on WinXP 32-bit and Win7 64-bit; no issues on either. If its crashing for you, post to the Support forum; lots of helpful people there.
Any update on when the beta will be available? Will it be a public beta?
Was Krogoth part of Core Contingency or Battle Tactics?
I might get this just for the music, too. I gave my discs away years ago to a relative. Three questions: Is the map editor included? Is the unit cap stuck at the default 200? Are the units which were available only via download included?
[quote who="Unicorn McGriddle" reply="186" id="2554028"]Road maintenance as a phenomenon in the world driven by city development, trade, spells, etc. whereby roads appear or disappear, develop or degenerate -- that sounds good. Road maintenance as a per-turn fee draining your budget? Blegh. It would be rather inelegant to slap an inherent counter-charge on the trade income that roads provide when we could instead assume that whatever costs exist to roads are reflected in a n
Follow-up question: is there any way to take an audio stream (e.g. from Mumble) and turn it into text? Basically I want to use a VoIP application as a chat program.
Does anyone know how to create a setup so that I can type text, and have audio go out via Mumble? I need to be on Mumble for a game, but can't always talk out loud.
I like the idea of road maintenance a lot. I really liked how in Middle-Earth a lot of the old roads were still around, but barely; and most had disappeared entirely. If roads need to be maintained, then it allows us to have empires/kingdoms diminish over time, without necessarily being eliminated completely. I would like games to be winnable without the need to kill every last unit/city of every other faction. Road maintenance--while a very small component--helps ge
[quote who="cleflar" reply="51" id="2548154"]The speed with which a 'reasonable' PC can load the tactical battle is also relevant here. In the Total War series, my tactical battles would take minutes to load which much slowed gameplay. While I enjoy the tactical battles very much, the slow load speed first caused me to go to autoresolve then to quit playing the game. If the tactical battles loaded quickly, then the player could glance at the battle and decide wheth
Good article, though there are a couple logical fallacies. The article makes the point that if even 1% of pirates became customers, then Ubisoft was losing 25,000 customers a month. That's slightly inaccurate; they were losing 25,000 potential sales a month, assuming 1% loss. I think Stardock's take--and I think they're right--is that they will increase sales by more than potential sales lost to piracy. Brad made a great point, too, about the additional overhea
I think some types of roads should be "organic" and generated by natural traffic from trade between cities. Improved roads (even if unpaved) should require investment on the part of the Faction building them. We don't need units in my opinionp; the investment could be abstracted. I do think roads should take some time, however: no insta-pop roads (unless there are spells to make roads through forests, hills, etc.).
[quote who="Rishkith" comment="11"] Well I still think you should have more than one point of road. First type of road could simply be a trail, built automatically by trade caravans between cities. It might have a minor speed boost but would primarily be for commerce. Second type could be a real flagstone road. Requires stone quarry and soldiers with paving tools. Then you spend money and get a real speed improvement road. The roads would build faster and cheaper if they fol
I misread the quotation at first and thought it read: "I do the speaking so you don't have to."
Where's the "I WIN" button?
I think using food to control city size is fundamentally a good idea. I'm perfectly fine with some factions getting a leg up if they start near food resources; others will no doubt get a leg up by starting near Shards, or wandering heroes, or whatever. To make cities memorable, they need to be different, though. If city size is limited by food, and if food transportation is doable but difficult, most factions will likely end up with cities of varying sizes. This is
[quote who="John_Hughes" reply="28" id="2546534"]A quick search found this. http://sourceforge.net/projects/inkscape/files/inkscape/0.47/Inkscape-0.47-3.exe/download No idea if it exports to the required (Havok) format though. [/quote] Thank you. SVG is just 2-D, I thought, and not 3-D. It'd be good for creating custom UIs, though, along with DesktopX.
It's possible that for multiplayer the engine could be made smart enough to run multiple battles simultaneously. If Player A and Player B are fighting, and Player C and Player D are fighting, why not run them at the same time? The only catch is that results of combat--retreats, moving out of supply, etc.--need to happen simultaneously, or the engine needs to be smart enough to build a reasonable dependency tree.