Executor or Factor seem to have a good overlordish ring to them
XeronX
Though something that just occured to me, Does any computer geek actually eat away from their desks. I know my lunch always ends up on my desk while I continue working on whatever I was.
Have to agree here, the character creation choices are really flat and lacking. I am hoping/Assuming that as the beta goes on this will either get fleshed out better, or the stuff the devs are keeping to themselves (*cough* graphics engine *cough*) so THEIR beta is fun and ours isn't ;-p will get shared and fill in the holes.
Though while we are on the topic of diplomacy. I would like to share a few thoughts that I find frustrate the hell out of me with the whole exercise. Due to the nature of the implementation in almost all games I have played. I find the only thing I ever do diplomaticly is either trade tech or set up trade agreements. as for peace treaties, war declarations and such I almost completely ignore them. Why you may ask... 1. Faction A asks me to go to war with Faction B. Two
I love the idea of a more robust diplomatic engine that Limits the amount of offers and diplo spam you get. Makes you have to think about what you are offering or accepting due to a finite nature of treaties you can have. The idea of hiding your information from other human players is something that really really should happen. If my fantasy kingdom manages to invent the nuke. I really don't want them knowing about it till after their city is already glowing. B
[quote who="Frogboy" reply="12" id="2606077"]A lot of my angst with some of the journal comments is that people seem to find the concept of interaction with game designers so alien that they don't realize that we're soliciting their opinions. For instance, there are no "decisions" being made presently. We're just brainstorming with the group. But suddenly players think we've somehow switched course. [/quote] LOL Frogboy, the reason they find it
Wondering if it was possible to get a new map. I know you devs are busy and have alot on your plates and testing on the current static map probably was a huge help for bug squashing. But it is getting very tedious testing on this same map. I have teken the last few days away from running some games and at this point feeling like I am just going to sit out and wait for the next phase to start up again. Hard to get motivated at this point.
Well considering that I remember a post about making the square's inside each square 3 by 3 for city building purposes (Which sounded and still sounds like a great idea worth the trouble and effort). Boogie came on and explained how much effort went into getting the 2 by 2 overlay done and after a bit of spiteful glaring at the code said 3 by 3 (Which still sounds like a great idea that should be considered for the neatness and reduced sprawl factor of cities ;-p regardless of how much work i
My Vote would be customization. While I love a well fleshed lore, to me a game like this is about replayability. and if it is more story focused then replayability goes out the window. Yeah I have books I reread because they are great. But at best I Reread them once every couple years. Ultimately for me, this game embodies my hope for something to either add to
Wow I take 2 days away from these forums and threads like this show up... Dammit, that will teach me. My take on this issue will use the example of MoO 2. Races vs Factions. From my point of veiw Races make it easier to tell at a glance the strengths and weaknesses of your opponents and tend to make them more memorable from a game point veiw for me. Like with MoO I know if I see the Psilons I am up against a tech savvy race, where as if I see the Darloks I k
[quote who="Yaguer" reply="64" id="2602607"] Any chance of a new map though? [/quote] This, God Yes Please!!! Seriously though I haven't tested as much just because I am getting tired of the same old map (well that and just got the SC2 beta going also)
You realize that as soon as they made starting equiptment cost gold, the number of points for attributes and such would probably be lowered lol.
Hate to be the one who points it out, but in your desciption of the metropolis it says Can build 4 of a standard Improvement Can build 5 of a standard improvement minor point but kinda funny hehe But beyond that WoW alot of good changes and fixes [e digicons]:thumbsup:[/e]
Yeah growing small units would be no problem, But when you start growing regiments and companies and larger numbers where the number of troops trained per turn is alot higher. then you would see the slowdown of troop spam. Last time I checked it took me 18 turns to build a company of 10 which requires what .9 pop a turn to cover growth wise. so when you got to platoon, regiment or legion I would assume the growth per turn would exceed a value of 1. (again just an ass
Actually I have been thinking on this one and the more I do the more it makes sense. It would fix the city deleveling problem. Because lets face it if a city delevels due to pop loss how are they going to make it work. Especially if the tiles are already built out. Do they disapear, Do they go unused, Do we trust an A.I. to select which disapear and which go unused. That last one is really a sticking point for me because no matter how good an A.I. is it is never good enough.
Here is an idea for a different approach to pop control and prestige/growth rate. I had thought of a global pop limit at one point but that would never work because eventually attrition would take it's toll on everyone. But what about a Turn based Growth pop limit.. I.E. Depending on map size the worlds pop grows by X people a turn. So say on a very small map turn pop growth is set to a max of 10. There are atm 3 players and a total of 7 cities on the m
Got mine first thing today as soon as I saw the post. Already played 3 games as a terran and lost two, yay go me. And no we didn't all have beta keys yet. :-P And Pacov ty for posting about it you are a god among men.
Alright, downloaded Python and IDLE and went to the bookstore and got a beggining programming book for python. Though also looking for the anwser to the question 2.6 or 3.1 for the python version?
Actually while we are on the subject of Omiron shouldn't we also discuss Stunty the Spell Stupid who invested in no books whatsoever. Well least he has for this phase of Beta. In a game call EWoM shouldn't having at least a basic spellbook be a requirement. While it is quite nice not to have to worry about SP buildings, and Studying spells and probably a whole tree of tech. And while having lots of choices as a player is always a better thing. I am not sure this is a choice that shoul
Wow been a long time since I have seen a C64. Reminds me of playing Buck Rodgers and DND turn based boxed games on floppy disks. And for you kids out there I mean real floppy disks, not those 3.5 hard ones And ahh basic also. How many of you programmers started by writing the guess the number between 1-100 program.
Alright I have to weigh in here and yeah I am probably opening myself up to so much fire but. I just don't get the Bliz and WoW hate. WoW is a good game, played it for 5 Years. Loved the graphics personally. Loved my toons 80 War and Mage, 75 Shaman and Rouge when I finally quit. It is hands down probably the best MMO on the market. But it is too fashionable to hate the bigest now-a-days. Like someone said earlier, Love them or Hate them they produce quality. Just like St
[quote who="PyroMancer2k" reply="57" id="2597114"] Quoting XeronX, reply 55 Food = Farm, Wheat Farm, Granary, and 7 Gardens Total of 16 tiles Housing = 3 huts at L1, 5 houses at L2, 10 houses at L3, and 13 Villa's and a slum at L4 Total tiles at L5 17 And at the end of L4 I had 15 Production tiles (By production I mean they could produce anything but housing or fo
And to expand on the previous post lets take total production at each level of city growth (I would assume a possible error of one or two tiles at most in the following which as you will see doesn't affect the numbers enough to shift the benefit) A L1 city has a total of 8 Production tiles at a modifier of x1 for 8 Production. A L1 city needs no Food or housing tiles. A L2 City needs 3 food and 3 House tiles minimum so you have 10 Production tiles left at a x2 modifier fo
Well ran a city to L4 and managed to get it there before the game crashed. Don't get it managed to run a game 1251 turns in Z2 but even getting a game 300 turns in Z3 has been a heroic feat, But I digress. I took me a total build to get to a city that could L5 with Food = Farm, Wheat Farm, Granary, and 7 Gardens Total of 16 tiles Housing = 3 huts at L1, 5 houses at L2, 10 houses at L3, and 13 Villa'
[quote who="Frogboy" reply="33" id="2596286"] Housing costs food because we use housing as a way to let players determine WHERE people will settle. Every other solution I've seen suggested in the forums ultimately involves players having to monkey around with sliders or have to figure it out on their own which cities are going to have the highest population in the end which isn't fun. Also: To Repeat: It's not a post-apocalyptic world. It's 100 years after the cata