[quote who="Annatar11" reply="20" id="2250924"]Can't make undeaders out of thin air though, so a whole mess of people have to die first! [/quote] I prefer to think of it as "early retirement". [e digicons]:borg:[/e]
Tridus
[quote who="aLap" reply="16" id="2250869"] This kind of bothers me. Life is full of shades of gray, different philosophies, all sorts of points of view, with paths dependent on the choices we make. Gal Civ is an interesting example of a way to let players choose which side they want to take based on game interaction. A clear-cut Good or Evil dulls game immersion IMO. I'd say that no player-chosen faction (at least) 
The AI has some holes. I haven't tried in 1.0.3 yet, but in 1.0.2 Entrenchment the AI simply couldn't handle Starbases at a sun. I'd drop one in the sun and build max squadrons at it. The AI would blissfully fly by on it's way to attack some planet somewhere, and get completely ripped to shreds by the squadrons. (It got really ugly when I upgraded to four Starbases with max squadrons.)
Yep, this is no problem. Just install it again and go. :)
[quote quoting="post"]And how you run your faction should be alot more important than just how big it is...Your thoughts? [/quote] A big, well run empire will pretty well always be preferable to a small, well run empire, unless the game has some really bizzare penalties in place to deliberately cripple a large empire. So I don't really understand what you're asking. If we go to war and I take half your land, shouldn't that give me an advantage over you? Now if you're just
They haven't said yet. The speculation about spells is probably right though, I doubt we'd see stuff like necromancy on the good side. Don't know what else it does at this point. Alignment events existed in GalCiv 2. You could pick your alignment permanently after you researched something. Your natural alignment was free, and going something else cost money depending on how far away you were from it. In that case the races had starting alignments too, though. So your decisions moved y
[quote]OK you two smart guys so if all fallen are evil, and humans are both good and evil, how do you think the 12 factions will shake out between human and fallen, good and evil?[/quote] Beat me by less then a minute! :D [quote]OK you two smart guys so if all fallen are evil, and humans are both good and evil, how do you think the 12 factions will shake out between human and fallen, good and evil?[/quote] I agree with Annatar again.
[quote who="Denryu" reply="17" id="2249782"]Or did I misinterpret, and the 12 factions will not have the good or evil option because they will be inherently good or evil already, and you don't want to write up a good version and an evil version of the faction's backstory? [/quote] That. The premade factions are either good, or evil. So you don't get to choose for them. If you do, they just have to write up two versions of stuff for every faction, which they don't want to do
If you make a custom faction, does good vs evil do anything? Is it just a diplomacy thing? Looks like its coming along nicely though. :) ps - good luck mittens!
If the rest of the original plan is being kept as-is, there will be three public beta waves, yeah.
I haven't tried this while offline, but in theory you should be able to patch Sins on a computer with Internet, then simply copy the entire directory to a USB thumb drive, and copy that over to the other computer. Either that, or use Impulse's archive option.
Should setup a paypal button for the charity "Stardock booze". :D
[quote who="psychoravin" reply="16" id="2246084"]Yeah hexes are for old fart wargames from Avalon Hill and SPI. If you want hexed based fantasy go play Dominions III [/quote] IIRC, Age of Wonders also uses hexes. They just work better from a movement mapping point of view. Squares seem to be more popular these days though.
[quote who="Elurian" reply="2" id="2245475"]Agree with Tridus re: having the option to disable in multi. That said, there's still room for some options as far as how the auto-resolve works. Personally, I like the script capability (though I don't particularly want to WATCH the battles if they're autoresolved, the way you do in Dominions. [/quote] I guess my issue with the script capability is the issue some people had with the complex economic models: i
[quote who="Wintersong" reply="25" id="2244890"]Damn, so I did take it too late? Well, good job anyways. Altough the former student of sociology here must complain about the first one: that kind of question is bad bad to force a single answer. I do many things while I wait!!! (and always add a N/A option) [/quote] He usually posts an update, go take it now! I'm not surprised that auto-resolve is unpopular. It's something you typi
Worldwide weather is indeed a lot easier then localized weather, especially if you want semi-realistic localized weather. That being storms appear and follow actual sane weather patterns, instead of just randomly appearing and disappearing. I don't expect that in the game. TBH, it might be better to have no weather at all except what channelers conjure up. A random storm hindering an attack is somewhat less cool then a channeler conjuring a worldwide blizzard as a defen
I just wouldn't allow it in multiplayer at all. It'll lead to abuse. In the lobby, give the option to enable tactical combat or not. If not, all battles use auto combat. If the option to use TC is on, both parties are given the option to use TC. If either does, it goes to TC. If both choose auto resolve, they don't get a do-over.
Any kind of replay or do-over option to take auto-resolve results and then do the same combat again in tactical would be a nice touch, for single player. That would need to be turned off in multiplayer I think.
Oh, yeah. I'm not saying don't do surveys. I'm saying do surveys when you have enough questions to make a good survey, rather then on any kind of schedule. :)
Taken. Should be some interesting results out of this one.
[quote who="GW Swicord" reply="12" id="2242642"] I don't know about 'complicate,' but I'd just like to be able to start a battle with whatever they call manual control, do some basic moves/orders to help ensure that my advantage isn't wasted or at least that my knowledge of enemy weaknesses is well-used, and then turn over to auto-resolve when the 'hard parts' are addressed if I don't feel like running the whole thing myself. That's how MoO2 felt for me, and that's the only thing I regul
Having a survey when there's something big to look at is a good idea. Having it weekly is going to lead to survey fatigue, and fewer people doing them I think.
[quote who="Luckmann" reply="6" id="2242798"]Quoting Paradoxnt, reply 4[...] I'm not sure if you're sarcastic. I actually read it as sarcastic the first time around, but then Solam steps in all serious. Doesn't it occur to people that if you were to have 20 cities, you'd have 20 cities more than the channeler that has hoarded his essence? 20 cities, with all the economy and the units that come with it, to just throw away at the channeler that is attacking. And tryin
[quote who="landisaurus" reply="7" id="2243171"]Even if some technology is post-gunpowder, I'd want punpowder weapons themselves to be excluded to put more emphisis on the fantasy elements. (for example, I would support skipping straight to hot air balloons and steam engines, but bypassing cannons and firearms even though that does not make sense from a historical point of view) [/quote] Yeah I agree with that totally. I always prefer my fantasy theme games to not hav
Given that we're talking about weapons like swords, bows, etc, we're probably looking at pre-firearm type weapons. It's possible that cannons as artillery could be around, but I hope not. Pre-gunpowder lets you have fun with catapults and trebuchets, which I always like watching be animated. :) Hopefully roads are something in there. Basic roads (ie: a dirt path where a lot of people walk) are pretty easy, but as others have mentioned building major roads is a big feat. There should b