[quote who="Tkins" reply="21" id="2543026"]Rise. Of. Nations. Did them all.[/quote] So true ... No other rts was as good as it. Even Rise of legends.
vieuxchat
[quote who="Denryu" reply="58" id="2542942"]Well the OP just convinces me that I need to try one of the Anno games before EWOM comes out! I really like the idea that resources are treated as finite units and you could practically track a piece of wood from the tree to the finished item. And yes, I am one of those crying with pigeonx2 that resources won't be tracked to "almost the atomic level".[/quote] You would love anno 1404.
[quote who="BoogieBac" reply="33" id="2542511"]We'll be tweaking things up until gold to ensure the systems in place don't feel 'gamey' (read: artificial) yet can't be 'gamed' (read: manipulated for easy gains). We've talked internally about the idea of 'equation-driven buildable tiles' but we always came to the conclusion that... 1. No matter how much balancing goes into it, a system like that would get 'gamed'. and... 2. If we DID balance it, it'd be to the po
[quote who="AnthonySalter" reply="5" id="2542382"]GhostKingGeorge: Right now you can research and then built better city walls, which will give units in your city defensive bonuses in combat (we're still working out the details). I don't think we're planning on turrets. vieuxchat: No, the upgrade will be triggered by either the city levelling up or you researching the correct improvement. So you don't have to worry; it'll upgrade either way
A question : An hamlet upgrades to a village, but I don't have better tech for my houses. If I research a better housing tech AFTER the ciuty upgrade, will it automatically improve ? Or do I have to carefully plan those free upgrades ?
That would be a nice addition to the dynasty system.
Warfare When two forces meet, players can choose to have those battles instantly resolve or go into a tactical battle mode to either watch the battle take place or control the action turn by turn. In battle, players can cast devastating spells, flank enemy positions, go for the high ground and much more. Turn by turn action ? Like the usual MoM ? Or a semi turn based with an active pause ? Or real time that you can pause wh
I think he doesn't only speak about "big" or "easy" quests, but quests that appears IN your borders, instead of outside. Maybe quests related to things that belongs to your empire. So a bigger empire means more quests triggers.
Geth would be a bad choice : Mass Effect already used that name a lot for their bad guys. Any chance that a liguist would take cae of the naming ? Because ... porcipinee, wel .... And Edar is a cool name for some balrogish creature, but why keeping something as overused as "daemons" ? Why not "Edaerlings" ? Or something like that...
Two things I hope will be in are a kind of zone of control and morale. I just hate when you can travel away from an opponent you just attacked in close combat.
Don't listen to those who say that it lacks epic. I just love that image (even with the strange dragon). It changes from every other titles.
Channeller customization Spells variety (and not just a firebal, an iceball, a poison ball, etc. that are just the same spell with different color) Channeller customization Race diversity Channeller customization The magic way to win Did I say channeller customization ? Great Worm How about channeller customization ? magical beings, lot of stuff to summon Last but not least, channeller c
Is there any impact on the breedability ? Can a fallen breed with a human ? Can someone from a kingdom breed with someone from an Empire ? Anything else ? Or is it just some fluff ?
[quote who="Raven X" reply="10" id="2536459"]Sounds fascinating. What about a custom spell editor so players can make their own spells either by having the Editor separate from the game or working it into the game. This would be a awesome touch .[/quote] Isn't it already planned ? I think I remember reading that the spell creator would be in the vanilla game.
It seems like "d" and "s" are the two favorite letters used in your creature's names. Add "w" from swamp and you have : Dampwos, Swomad, Saarwath, Swaesoth, Maerswed for instance. I think names should be consistent. Lord of the rings was such a blast because Tolkien was a linguist, and he really created consistent names, language, etc.
[quote who="BoogieBac" reply="5" id="2534502"]What's funny is that the main question "What have you learned from GalCiv2?" is answered by listing things that GalCiv2 DIDN'T have (according to it's critics) so we're focusing on making sure Elemental makes up for said shortcomings. OK, so it may be an issue of miscommunication. I meen, I know of the differences between MoM and EWoM, but I way it has (er..it WILL have) more in common with that 4x game than GC2.[/quote] I too t
Cities = planets. Improvements = buildings That's all I can see in common. Maybe they "fear" it being too close to galciv2 ? edit : hum .. after reading the whole thing, I think the user who compare EWOM and GC2 don't see any MoMish things in EWOM, like playing different races, the mana system, the way cities are built, the way roads are built, etc. edit2: and the "has lost its soul in the translation" part.
[quote who="xGhost4000x" reply="11" id="2510184"]I believe they meant to say "Marry off your daughters and/or sons." [/quote] I missed that one ... I'm not "they" .. (only with my wife ... oh wait ... I shouldn't have said that)
Or curse that you can "maintain". Each turn (or 10 turns or ..) you can spend some mana to make your curses last a little longer. And why not fading curses ? When you cast a curse it has a level (from 1 to 10 for instance). Each turn (or 2 turns or ..) you make a roll for your cruses : if you get something lesser or equal to the curse level, then it degrades from 1 level. For instance you cast a curse of level 4. Next turn you roll a 7. The curse remain level 4. Second
[quote who="Tridus" reply="25" id="2519439"]The reason why enemies can't use your roads in Civ 4 isn't for realism reasons (because it obviously makes no sense); it's for gameplay reasons. A game where you can build a fast force and then use the enemies roads to rush directly at towns on the far side of his empire (where the defenses are weaker) would be frustrating. Since the enemies can't use the raods, what you get is they have to either go around say by sea, or go past the border towns wh
And why not some kind of decreasing cost when you build a building that already exists ? Or synergy bonuses ? (you have 2 forge AND 3 barracks ? Then your warriors here will get some +10% in strength, or some "use easily swords" perk)
Has it crashed to desktop ? I bet that's a life-leak.
[quote who="BoogieBac" reply="33" id="2524403"] Could you say ideas that you think you'll keep (or seems interesting) ? Oh, they ALL seem interesting the joy and struggle of it all will be to find a balance between what is fun and what is a headache.... - I agree that willpower and other stats should be taken into account. If you know your enemy can use this against you, counter spells and items are a must (though this currently IS just for roaming creatures). <br
Could you say ideas that you think you'll keep (or seems interesting) ?
Charming, as you describe it, lacks something : a "level" of charming : will the charmed unit obey your orders as a zealot ? Has it some brains remaining ? What will happen to the unit when the charm will stop ? So, some things should be added : When you cham someone, you can have 3 results : a weak, a normal and a strong. A weak result will give you access to the unit, but not its combat skills (for instance),, a normal just give you control, and a strong result will