Love you too(no really we do). I had a blast at PAX as well and I'm also slightly sad at no 3rd micro expansion for Sins... but hopefully it means a second game (sins 2 or new IP?)
Bootss1
[quote who="Scoutdog" reply="20" id="2360359"]Coooooolllos! I don't have the time or energy to do one of my screenie analyses right now, but several things spring immediately to mind: There appear to be ogres wandering around inside the city. What are they, and what are they doing there? Looks like the evil terrein is still more or less the same..... doesn't look so much volcanic now as it just looks dead. [/quote] the ogre is gaurding(?) the
true, but usually that seems to be because they were developing a flashy game instead of making an AI that won't trip over it's own laces
would the cultists develope in specific surroundings? such as a magic/research heavy city would be more likly to create dark/sorcery cults or a military/industrial city could make chaos/nature? or would it be factored in by completly random events? and how would each cult effect a city under attack? because it would not just a passive bonus, something should happen
Very informative interview. I enjoyed reading it. but just out of curiosity; how many horns can we expect to see on the monsters? [e digicons]:grin:[/e]
so is it going to be a D&D(4e) damage system then? and what if the spearmen Vs. Calvery system worked like civ 4 -certian units (or weapons) get bonuses agaist other units
I would rather have a challenging battle AI on a grid system then an incompenent AI on a free map system. grid battle systems can work great too.
I would settle for an auto-resolve for naval combat, a CIV-4 type use of ships would be awsome too, but i would like to see trade by sea and other stratigic uses of the waters. Fully done naval combat does not seem needed right now, i would rather stick to land battles, or ship-boarding situations if the hero units are involved(like Heroes of might and Magic III)
I have a minor suggestion (not sure how hard it would be to implement) when an enemy jumps in and your colonial, have it shout "DRADIS Contact!" otherwise it's a really fun mod. keep it up [e digicons]:thumbsup:[/e]
you're saying have a supership/superstarbase that has it's own grav well?
maybe an increase of cap ship range (for missles) would help, and the cylon ablilities (and tech tree :) ) need to be redone but the game can be pretty fun so far, good job
MMO space compate (arcade stlye if i'm not mistakin), where the solaris = TEC Quantar = advent (kinda) octavian = vasari(?) yeah i guess it's similar, though the gameplay will be more like EVE but faster pace, and less math (so they say) I'm gonna give it a shot
1) Stain Vs. Martians - I was expecting a simple quick stratagy game, but what i got was a bugged out, unbalanced zerg-rush. 2) Spore - The only thing that might make this game better is new adventure pack - but I am hesitent to spend any more money on it 3) Civ 3: Colonization - just like Civ 4 but not fun, I didn't know that was possible
The hero only mode reminds me of D&D, which is really good and would be a very intresting part of the game. That being said I do not think this is a feature the game needs/should(?) ship with, it seems like it would be pretty tricky to implement, but knowing stardock they can always patch it in or even release a content pack. I like the other point you made though - AI preplay, but I think that after you selected a kingdom to play as (such as Sauron year 15), the ga
I had the same problem First I set the icon to always visible and I made a specific dock(tray?) for it. I then put the dock in the lower right not exactally perfect but it works well enough
probibly will go out with entrenchment as one or the three mini expansions on shelves or the game and the expansions as the final edition
My impulse used to freeze when i loaded it up (and constantly on updates) but after a week that went away for me
In my game, playing as the TEC, all my refinery ships have stoped moving, yet i beleive i am still gaining income from them. Anyone else experiance this?
You can construct a novalith without the research being completed. Is it the same for the other super-weapons?
well after i stoped the order to colonize(after it jumped) it didn't colonize the planet, so it's not the actual auto-cast
i have that in my game too.
nothing but some assailents and skirmishers, i'll see if it happens again
I just started a game as vasari, and got the colony capital ship, with the colonization ability. I turned the colonization abillity OFF auto cast yet it appears to do nothing. I made the capital into a fleet leader and whenever the fleet arrives at a neutral well it rushes to colonise the planet. anyone else experiance this? EDIT re-toggleing the ability made no diffrence either
I like the origional three - wasn't born when they came out - but i must have seen a new hope at least 30 times I also liked episode one because it was imaginative so i was able to forgive some of it's faults (some poor dialog choices) but i could not forgive jar-jar. And of coarse i went in to see episode 2- the clones were pretty cool (CGI made them look way more awsome then stormtroopers) but i was disgusted about 5 minuits into the film at the horrenous dialog and knew that the mo
What about having a channelling time on the spells so that it takes xamount of turns to fully(note fully) cast, so at turn 3 of casting there are some notable effects but not nearly as much as when it's finished.