[quote]Just as computers 5 years ago couldn't approach the 4GB limit, computers these days won't come closer to touching the 64 bit memory limit -- sorry![/quote] but hypothetically, when we have magical space computers that use something other than transistors because transistors have hit the limits of physical possibility, you could have a map about the same size as the contiguous US... in on-screen size, not display size, and have an accurate representation of a fantasy world the s
xthetenth
[quote]But detailed statistics will probably be necessary for the tactical battles, though a lot could be made through graphical representation of the units.[/quote] I'd say a simple version of the stats outside battle because your scouts/pickets have to stay undetected so they can't get all that good a look at the enemy, but can get a general impression, while in battle such things as training and equipment are more apparent as swords are drawn, marching orders are reacted to well or
I love the map, keep the map, the rest I like but won't be too sad to see go if it does.
I'm probably going to use it as an excuse to keep in touch with friends whe need some motivation to keep in touch. Currently I'm playing a huge game of battlefleet gothic online with a firend and I really want a real purpose made game rather than a boardgame done mediocrely. with a lot of work for the player that should be handled by the computer. I just want to play a launch day game with brad again [e digicons]:grin:[/e] . That was quite possibly the awesomest thing
Don't sweat, I give it three days until Ron makes them or maybe annatar. There will be pink space ponies, it's just up to us to block them. [e digicons]:P[/e]
Shame I love my odd reference to an obscure Sweedish indie band so much. That's some nice work there. [e digicons]:grin:[/e] I should probably switch to a bigger avatar, though, but this one looks great on the sins forums.
6 different levels of gleaminess [e digicons]:grin:[/e] . Copper (dull orange), Bronze (shiny orange), Iron (dark gray), Steel (shiny gray), Mithril (dull white), Adamanine (shiny white). Or we could just have the most basic stats pop up, such as attack, defense and the move of the stack. The other stuff would be cool to see, though.
What about keeping persistence between missions by allowing the opponent to keep their research (with a bonus to keep them evenish with the player) and the like and giving them an army based on the size of the player's force, but smaller and more advanced? For example, in the first mission, the best accessible metal to the player on the section of the map they can access is copper, so their army will be large, but armed only with copper gear with only copper working researched, while the comp
I thought it was triple channel for a total of 6 slots, so you could get up to the lofty heights of 12 GB... *drools*
I've got the same problem, but it starts immediately with the crunchy sound. It seemed to get better when I turned AA off, I'll see what happens on low settings sometime soon, but there's no way my computer should need to run on low.
I'd like the option for limited, but potentially very important underground realms a la lord of the rings, so you can try to take a scouting party (or an army if you feel like a huge battle) through it and gain a huge advantage in mobility, and if you can take it, a tremendously defensible point. I'm not so sure about the whole layering tons of worlds thing, but it sounds like it could be fun if done right. What about having the minimap have a small button to make objects in adjacent worlds s
[quote]Just how much owned people in Ukraine feeled when they had to send their wheat to Russia even if didn't have enough to feed themselves. (That was back in the Soviet time).[/quote] This is true, but why should a smithing town have priority on swords if they produce them over the city you have cranking out tons of troops, or why should a mining town have priority on iron if they don't have any smithies? Cities should deal with their own resource needs first and the
I'm sorry, but I don't think they realize you exist, too old, you know. [e digicons]:grin:[/e]
I'd love to do anything to help, I've loved stardock ever since I got galciv 2 (and I bought that and sins on sheer principle because of your DRM stance). I'll even remain from asking for early versions of elemental for a few seconds. I'll even try to stay interesting when I decide to wax prosaic. [quote]Can they help me hide when Eets comes calling?[/quote] Stardock != witness protection program. Just find a mob boss to snitch on. [e digicons]:P[/e]
I'm just still floating on a bunch of glee that they were nice enough to let me dl it the day before my birthday so I can have entrenchment ready. Also, isn't it that they don't want to torture us by showing us the true incomprehensible, nay, lovecraftian awesomeness of the whole thing before it's out?
That's a good question and one I have a feeling may need a lot of debate. If magical powers were the sole domain of heroes, it'd make them feel even more special, but it would put an undue emphasis on magic using heroes. I would like to see magic using units, but with very high training times and requirements, such as a magic academy that is expensive and takes a fair bit of avatar mana, so that magic using units have great capabilities but are generally in small units and are rare, so they c
I've gotta be honest, to me SD has a Q2-3 release policy, because every game of theirs since galciv 2 (bless brian clevinger for posting a link of that pc gamer article on 8-bit theater) I've preordered, including elemental sometime this week, and I've gotta be honest, sins beta 2 was my favorite game during it's lifspan, but I really like the idea, even if summer seems to have an even bigger dearth of games and have a little more time since the wallet-emptying glut of games in Q4.
[quote]Cities at the top if each list are producing that ressources. The fellowing cities have top priority to get the produced ressource and so on with at the bottom the cities which will be the least supplied. Each list can be re-ordered but ressources producing cities are always on the top for the ressources they produces.[/quote] Why do producing cities need to be at the top of the list if other cities need the resource more badly? I'd prefer a true priority queue, where each city
[quote]And its about time if you ask me, we should just switch over to completely 64 bit OS with windows 7 so that more programs (and not just games) can reap the benefits of the expanded memory that a 64bit OS brings.[/quote] They won't. Vista already pissed off enough corporate customers with its lack of backwards support. A lot of companies didn't upgrade because key programs didn't work, so if anything ms will be gunning for more backwards support, not less, but I'm getting win 7
gah, reminds me of my experiment with kriegspiel. Very interesting game, but even a massive advantage was hard to exploit because of the limit to the units you could move. It's very frustrating when you can't take advantage of a superior strategy. I do like the economic ideas, though. Roads become highways become magical portal networks, sounds fun. From what I'm getting from this, that's what it'll be like, where you need to figure out how much to prioritize infrastructure.
I'm hoping for something with a bit more interdependency between branches. I don't want to be able to have top of the line adamantium weapons without having put some serious time into all the steps of the creation process, unlike in galciv where all the lines of research were completely distinct. For example, you should need to put time into steel working to use any steel gear, but once you understand that, most of the derivatives should be rather quick to discourage letting an aspect of your
yes, but I really wonder what the magic items do. Also, I've been known to say I think when I mean I know, it helps keep my foot out of my mouth [e digicons]:grin:[/e] . I wonder if a unit's magic gear can give them an active ability they can cast like magical healing or if that kind of thing will be reserved for heroes you give magical abilities to.
nah, I'd actually think that they'd have a really nice time at sea, except for the getting stranded because there's no wind bit =p. It'd be interesting if you could put magic into the wilderness around a town with a focus on defense and have sea beasts that defend against enemy ships or something like that. Or a control over the winds that makes them hostile to the enemy fleets, causing storms and/or becalming them before they can strike depending on the caster's focus.
I'm not sure if I like the idea of having a faction having its main distinguishing feature be having almost all the distinguishing characteristics of the other race. If the faction was still recognizably a faction of men, it'd be interesting, but I kept asking myself why the necromancers wouldn't just join the fallen, I mean they're both mannish races and they have a lot more in common with the fallen, even if the necromancers weren't originally fallen, I'd think they'd join the fallen pretty
I'd be much more worried about the fact that you can bypass outposts in most cases (usually water isn't near mountains, go figure, and artificial watchtowers back then weren't all that good) and can move fast enough to slip in a huge army before the city can be garrisonned properly and take it by surprise. Make the owneer think about keeping enough troops in the town to hold out in the keep if they're surprised rather than relying on mobile troops and watchtowers. Plus, water breathing troops