[quote who="admiralWillyWilber" reply="9" id="3448076"] This comment really confuses me. but that could be that I'm familiar with Civilization, or Sins of a solar empire. Games like this sometimes gives additional abilities when you level up, but requiring you to have resources to do this is all right. I guess you could have a cheap option that don't require much resource while you don't do much while you could have an expensive resource that does a lot, or options in
UnleashedElf
Would making some things like Loyalty useful count?
[quote who="admiralWillyWilber" reply="4" id="3447790"]One of many problems about making this game real time you either have to take away many features on the game because there are to many features to manage a real time game, or just as bad they would have to automate many features so you don't have to manage to many things. Losing the flair of making this game real time. Since a lot of turn based games have this option why do we have to implement real time to have this option. I'm n
[quote who="WIllythemailboy" reply="2" id="3447647"] Quoting Iggore, reply 1 There are already modules like that in GalCiv II that gives bonuses regarding speed, defense and attack, depending in which zone of influence you are. I never used them once but I suspect they are actualy worthwhile. Am I right? They were, and were pretty easy to exploit. Slap a fleet defense module and a fleet speed module on a huge hull, give it one weapon a
Should ships have special abilities or perks like in Elemental? How I think this would work is that you would attach "modules" onto ships like GC2. These would take up room or cost money. Alternatively building ships at a certain place could assign "perks" like the Nav Station for Arceans did in GC2.
A bit OT, but does that look like the green admiral's uniform from Star Wars for the Empire?
Interesting debate here. I think that given the size and scale of GC3, we're talking about a medium-sized project here. It's not Blizzard WoW-sized, but it isn't quite Indie studio sized either. Stardrive is an example of a 1-2 person show. This is a team of people. In general, I support the concept of "Valve time". That is - release quality software when its ready to be released, not in a rush. Software forecasting is hard and i
[quote who="Frogboy" reply="30" id="3435323"] The *plan* is for trade to be a bit more sophisticated than GalCiv II. One of the reasons is that we finally hired a full-time professional writer PLUS we have Adam Biessener (formerly of GameInformer) to provide us with a lot more, unique per race, dialog which will allow for conversation trees (i.e. different races will potentially be able to give you different, unique things depending on the circumstances and your dialog choic
Shogun 2 kind of solved this one with a phenomenon called Realm Divide where once you reached a certain point, all AI players would gang up on you.
A more interesting question than perhaps is how the spell should be reformed? Deliberately inducing a very high level of unrest? Or something else that is very potent?
[quote who="Rudy_102" reply="30" id="3447552"]Specifically for what, lack of building, or smart AI?[/quote] It's a strategy game with good AI, although its dated and the graphics aren't too good.
[quote who="Rozier" reply="19" id="3446601"]So my point is that just because you have labeled a civilization as evil does not mean democracy would not be effective. Democracy is just a procedural government for the implementation of societal concerns, laws, and policies. meaning the procedure for the creation and implementation of democracy could be exactly the same as any other the laws created by this procedure could be radically different.[/quote] A civilization that
Lately Altar has been average. I'm going to downgrade it a tier. Edit: What the AI needs to do really is to make the most use of the Altar Henchmen which it has not been doing.
[quote who="Rudy_102" reply="28" id="3447063"]So we got flashy strategies where everything is scripted, where missions are corridor-like and, at the end, we'll get missions with dogs? Eh... We already had Red Alert with dogs. [/quote] Red Alert 3 was a poorly done game overall. Excessive cartoon-ish graphics, soft porn acrtresses, and on the whole, it felt so fake. Plus the gameplay was unremarkable as a whole. [quote who="Rudy_102" reply="28"
[quote who="anc40" reply="10" id="3447420"] Personally, I think this "spell" is unbalanced. The cost should be based on the unrest level of the city...the ability should have to have unrest to work with. It makes no sense that a city with 0% unrest should be subject to this spell. Realm capitals should also be immune to this "spell" as it makes no sense to me that someone can defeat a realm with a bribe in the first place. But then, perhaps that is just me.[/quote] <
[quote who="admiralWillyWilber" reply="15" id="3446359"] As far as different governments. I think is required more than just a rename, but their are sometimes different bonuses and penalties.[/quote] Yeah I would have to agree with this. [quote who="Rozier" reply="16" id="3446483"] I believe that you are making a mistake, by assuming that the values you associate to democracy would be the values that other civilizations associate to de
Yep - you're right, it does seem to work quite well. Thanks again.
[quote who="EvilMaxWar" reply="24" id="3446337"] Making a 4x AI that is so good it is pretty much unbeatable by any human, like big blue, without needing the usual AI cheat bonuses would be awesome. It would probably suck to play against it unless you are a hardcore masochistic nerd, but it would be awesome none the less. I do not believe it is possible though, not only because of technical difficulty but it would require insane amount of budget and continued development time
Yes but in Civ 4 the leader was not a playable character in game. He/she just had bonuses that you could select.
[quote who="abob101" reply="11" id="3446427"] Quoting DsRaider, reply 9Does the AI even build them? I don't think I have ever seen them. I've definitely seen the AI fielding henchmen, although possibly it was with FE rather than LH... not 100% sure my memory not so good.[/quote] Anybody else confirm or deny this one?
I've made a thread on the AI too. Yithril, the Gilden, and sometimes the Altar are generally the best performing factions.
Yeah weapon sizes would be nice.
[quote who="JMiddleton" reply="16" id="3446216"] here are the wide variety of excuses I've heard since then: most of our players can't beat the AI, so it's not important (I must have missed the memo where strategy gamers stopped being the target audience for strategy games...) had an AI that needed to cheat. ours doesn't cheat! (yet their AIs never pose any threat at all until they get bonuses like 300% faster production/research, which is the defi
[quote who="Tridus" reply="15" id="3446198"] Game AI has always been intended to challenge the player, but not to curbstomp them. If it played like Deep Blue, the game wouldn't sell because most people wouldn't stand a chance. On top of that, most games don't have the budget required to make an AI that can actually play at a super high level, so the goal is to make something that's effective with the budget available, and then give it advantages for better players.<
[quote who="ForesterSOF" reply="8" id="3446068"] The SOTSII govt is broken down nicely so any group could be anything within reason. Your Empire is able to go any direction depending on what you do. It would be nice if those ideas/concepts are shifted to GCIII[/quote] To be honest, I think that the Alpha Centauri system might work best. You choose what you want to be with its associated drawbacks and advantages, which i