Teucrian

Teucrian

Joined Member # 3239850
1 Posts 69 Replies 378 Reputation

[quote]this is definitly not the best rts game.[/quote] Probably true. But... [quote]Demigod is the best new strategy game of 2009[/quote] Also probably true.

79 Replies 48,499 Views

Oblivion w/ a dozen mods running. However, I must say that the game where I spent the most time "role-playing" was Europa Universalis II (and III). National ambition is just so much fun.

108 Replies 392,814 Views

[quote who="Scoutdog" reply="122" id="2432651"] When you are deciding which general field to study, the green yellow and red just corrrespond to the techs that you get to choose from when you reach your next breakthrough in that general field. The greens will definitely be available, the yellows represent hihger level techs that have a fair chance of showing up, and the red ones are very advanced techs that have a very small chance of showing up. A breakthrough or milestone is when

196 Replies 327,061 Views

I got my upgrade free when I bought vista for my new comp that I put together over the summer. So far I like it a lot better than vista, but if it wasn't free I wouldn't get it. If you aren't having much trouble with vista, then windows 7 just gets you a nicer ui and a few gimmicks (quite a bit nicer, but just the ui is not worth more than 20 bucks or so). However, I don't know enough about the technical aspects to say whether there's more to it than that.

45 Replies 68,039 Views

[quote who="BoogieBac" reply="11" id="2431836"]Gonna have to veto this converstaion...we originally had rivers ON tiles and, after discussing it over internally (and with some insight from Soren Johnson and the civ4 team) we're definatly going with the 'inbetween tiles' method. The crux of the matter is that rivers are interesting and strategic from one major point: which side of the river are you on? When placed between tiles this logic is built into the map sy

31 Replies 64,891 Views

[quote who="Raven X" reply="108" id="2432454"]I really, Really, don't think everyone should get Every tech. This severely limits the usefulness of Tech Trading and other tech related options that could be a big part of diplomacy. Part of the draw of these games is the feeling you get when you're doing good and slaughtering your opponents. This is partly done with Technological Superiority. I can agree that as a tech gets older and has been around longer it would make sense that tho

196 Replies 327,061 Views

[quote who="KellenDunk" reply="25" id="2430931"] Quoting Warderin, reply 23kudos on the reaserch system seems intresting 4. Are you thinking about implementing a system that after a player disregard a tech for X times it become harder to reach? ewww[/quote] This happens automatically, becuase one breakthrough = one tech, and the cost of each breakthrough goes up. In economics terms: the opportunity cost of disregarding a tech goes

196 Replies 327,061 Views

[quote who="Spooky__" reply="1" id="2426990"]I've seen some low game players who were actually pretty good. Some of them played in Epoch I and then had a break from Demigod (Epoch I games are not included in the total games). Maybe some are indeed buying new Demigod keys just to reset their stats.[/quote] ^^This. I'm not stomping anybody, but I definitely have more experience than my stats say I do.

10 Replies 7,115 Views

That type of research sounds like a lot of fun. Two things, though: 1. It looks like the number of available techs will pile up, if you get more than one new option after a breakthrough 2. Since cost is determined by number of breakthroughs, won't the early techs become relatively more expensive with each breakthrough where you don't pick them?

196 Replies 327,061 Views

[quote who="Frogboy" reply="11" id="2417253"]I think I agree with you guys. Resource storing = bad idea. Let me talk to the team.[/quote] When you guys say resource storing, are you talking about stockpiling in general, or stockpiling in a particular city? [quote]when a city needs a specific resource, this mine will mine it[/quote] This is bad... what do you do in peacetime when you aren't building soldiers? And then in wartime, when you need to build soldie

53 Replies 179,465 Views

Frogboy seems to be very much in favor of "big" spells; as in, with a higher level spell, you can lay waste to an entire swathe of land. It looks like that's going to be an integral part of the end game. [quote]This is fine, as long that it is not the primary technology system.[/quote] I don't know quite what you mean by this...

15 Replies 9,848 Views

First of all... [quote who="keithLamothe" reply="17" id="2405395"]Sometimes limiting detail is important so you don't learn too much about other players.[/quote] [quote who="Scoutdog" reply="52" id="2412601"]Uhhhh, Fuzzy..... I hate to break this to you, but some of them aren't technically girls.......[/quote] lol. Second: When we recruit, the population comes straight out of the city, right? So there will already be penalties and such for building new units. I

58 Replies 37,784 Views

Gotta go with "Salvation through Immolation!" Followed by mad laughter. It's great how that's actually something a demigod would say to his worshipers. Especially a demigod who's nuts.

60 Replies 100,345 Views

[quote]You want an archer in a plate? Here you are. No restrictions, you are free to make whatever you want.[/quote] What about drawbacks? Will there at least be some penalty to using a longbow while wearing a big-ass piece of metal on your chest? Or for equipping one of your skinny recruits with 50 kgs of armor and another dozen in weapons? [quote]Ps: it scares me a little that equipment and unit-creation have gotten so much attention in the dev journal and the forums, and t

7 Replies 5,129 Views

Lots of good ideas here, I like them a lot! The two things that I'm most interested in: morale/experience (e.g. my bigger army of brutalized peasants should have it's ass kicked by a bunch of enemy peasants with higher wages and a battle or two under their belts) damage types / counters (spearmen should stop charging cavalry but get ripped to pieces by archers)

208 Replies 745,891 Views

I'd like to endorse the territory idea. I think one of the important things about killing the sovereign is that I can plan and plot for it. I don't want to automatically win the game if the other guy throws his sovereign on my sword (massive army, dragon, etc...). The territories idea seems like a good compromise for the defender-types, especially the way that Denryu outlined it a couple posts ago. I also like the idea that having the ability to escape costs combat eff

119 Replies 285,918 Views

None of this affects units that have already been produced, right? (except maybe on reinforcement or resupply) I'd say go with A. I didn't play GalCivII, except for the demo, but from what I've seen of the unit customization in that demo and the beta here, it should be pretty easy to change your unit, (maybe Stardock could include a 'substandard' tag, as some have suggested), and then build the new one. Actually, I guess that's sort of a less immersion-breaking version of C (i

123 Replies 359,362 Views

My quick two cents: I like the sovereign death = game over concept. That being said, killing an enemy sovereign (or having mine killed) should probably be as difficult as defeating another player by other means, e.g. a trap or assassination should have a corresponding resources used to percentage success chance (determined by skill, plain old luck, turns and resources used, not as much RNG) as building a large army in order to wipe out his empire. (Though I would guess that th

238 Replies 566,226 Views

well, one way to get around the specific abuse that you mentioned would be to take away the privelege of giving karma if your karma is negative; and/or you could record karma-giving stats just like all the other ones, so you could see how much karma (positive or negative) a person has been giving. Wasn't stardock talking about some sort of karma rating system at some point? It was near the beginning of the summer, maybe.

9 Replies 4,802 Views