Civ 4 is much better than Civ 3. Civ 3 core mechanics was boring, i stopped playing after 5 games (4 of them incomplete). I played Civ 4+expansions for 2138 hours http://www.xfire.com/profile/ellestar/ (about 3/4 of it online) - more than any other game i played in 18 years of gaming.
Ellestar
That's a very easy question. Omnipotence, of course.
I hope Elemental AI will have a strategic AI layer and a tactical AI layer. Too many TBS just move units somehow and make units/buildings without any strategy or goal at all.
Actually, ICBM flight time is up to 30 minutes. And SLBMs may hit targets in several minutes if missiles will be lauched with a low-apogee trajectory and submarine is near the shore. Accuracy will suck in that mode though, so it's ok only against cities or it may be detonated above enemy missile sites in hopes of destroying enemy ICBMs in their boost phase (accuracy is too low so to target hardened missile silos themselves).
Archangel from Gundam SEED
91 Hovever, i'm not sure if that number says anything. Say, i strongly agree that "It is wise to flatter important people." But i don't do it. In other words, i think that Machiavelli is mostly right, but i prefer to live like i want, not in the technically most optimal way.
Logitech G9
[quote who="MetaNerd3ooo" reply="12" id="2262976"]What's wrong with huge maps? They're great fun. [/quote] It's sooooo much fun to wait while your units crawl from one end of the map to another in real-time. For hours.
[quote who="Luckmann" reply="13" id="2261068"] You're being way too literal with the interpretation of 'a' general order. Regardless, for the average troop, it's still just "select default order for this squad" and then, if you chose an attack move, select preferred target. Unless you know some secret UI access that aren't documented, more specific orders are still restricted to heroes, like I said, where you can stack a variety of actions. I checked it just now, just to make sure that I
[quote who="Ryat" reply="1" id="2261598"]YES!!!!!! Remake Emperor of the Fading Suns! That game rocked! At least in theory, it was buggy and slow as hell to play. They had to patch it multiple times to get it to move faster than 20 minutes a turn. [/quote] I'm reading a manual right now, looks like an interesting game. It seems like a tabletop game converted to a PC game, and these game frequently have a very interesting game mechanics but a
Well, Dominions 3 system is ok too but i think it's too tactical and not as fun as a direct control.It may be nessesary for a PBEM 4X game (as it gives more control than just an autoresolve), but it's a bad choice for a primarily singleplayer game like Elemental (tactical battle with a direct player control is more fun and much easier to manage) or online multiplayer in Elemental (it takes too much time to give such complicated orders like in Dom3, simple autoresolve is better for online mult
Yes, i played Dominions 3 a little. You can give up to three orders per unit, not one (so who didn't play it? i played it at least a year ago and i still remember it), that may be an attack order, cast a spell etc. It's relatively easy to give some orders. However, for new players it's difficult to give good orders because you need to know how AI works and experiment a lot so to use that system effectively .
Dominions 3 system is too hard for new players. I think MoO3 does it the right way - it's possible to autoresolve combat but you can give a general order to your fleet - for example, stay on long range, close to point-blank etc. Also, each ship belongs to a specific ship type with it's own AI - say, carriers launch fighters etc.
[quote who="psychoravin" reply="10" id="2259760"]Really? Go play Spartan on hardest or impossible and tell me how well you beat several ai's. You try to qualify your agenda with ignorant statements about playing other humans which is totally unintelligent of you and comparing apples to oranges once again (Can anyone stay on my subject matter? guess not that is typical of carebears).[/quote] LOLNOOB <a title="Carebear" href="http://www.urbandictionary.com/define.php?term=carebe
[quote who="Raledon" reply="14" id="2248804"]If you like strategy, you should play these: Star control (1) You should also try: Star control 2[/quote] IIRC Star Control 1 is arcade space shooter, not a strategy. Star Control 2 is a strategy/action/quest, but it's real-time, not turn-based. Well, i recommend Star Control 2 anyway because it's it's on a first place in my personal top.
[quote who="Scoutdog" reply="5" id="2259012"] I was not referring to Civ4's entire modding system per se. I was referring to its XML component as an example of what an XML system looks like, for people who are not familiar with it.[/quote] I still think it's wrong to mention Civ 4 in that context. Most good Civ 4 mods are C++ mods. Something like Fall From Heaven is impossible without C++. So, some people may see Civ 4 and think "Civ 4 had nice mods, i want something like that in
[quote who="psychoravin" reply="19" id="2258590"] Hardly prehaps you should try a game of Spartan 1.13 before you make such unintelligent an uninformed statements. It's the ultimate form of challenge by the ai. It's the best way for games with ai's to continue to be challenging to the end. IF you can make it to the end. lol Most players as I see are carebear players though and probably rarely if ever play on any level higher than normal and whine and cry about ad
[quote who="Thanaeon" reply="18" id="2258531"] I thought I was pretty clear on that. The point is so having a bigger empire does not guarantee victory to the extent it does in most 4X games. Now, don't misunderstand me (though it kinda seems you already have) - I'm not saying a big empire should not provide benefits and shouldn't be a powerhouse. I'm saying that a game in which continual wars of expansion is the only viable gameplay strategy and in which simply being a bit bigger is an i
[quote quoting="post"] There's been a thread about the desirability of the common state in 4X games where once a faction gets big enough, no one can stand against them since they can simply field too large an army for anyone to survive against, in addition to other benefits like massive research fund advantage and so on. Personally, the "steamroller effect", where once a player gets big enough the game is practically won (typically in the middle phases of a game) even though
[quote who="psychoravin" reply="12" id="2258275"]The optimum way to combat the steamroller effect vs the human player is quite simple and M2TW does it, but, it doesn't do it well because it doesn't protect itself while doing so. Spartan by Slitherine also uses this method and even MOM used it. Once the human player has reached a certain "advantage" or even before as in the games mentioned above. The Ai surrounding him allies or at least becomes neutral to one another and all go for the human
1st option is wrong. Civ 4 has C++, Python and XML modding capabilities. You seem to mention only XML in Civ 4.
Fantasy Wars - classical wargame, a modern Fantasy General with a good graphics and some extra features Valkyria Chronicles - tactical TBS like Jagged Alliance etc. Space Rangers 2 - THE best remake of Elite (Elite was the first game with <a title="Open ended g
The first one i remember was Elite on Sinclair ZX Spectrum 48. I guess it's still in my top 3.
[quote who="Draginol" reply="0" id="2237631"] Another idea we’ve had is for Elemental to have various game modes. Basicially, vastly increase the number of winning conditions that people can put together in order to set up games that could be played in less than an hour. [/quote] That's exactly what i wanted :) [quote who="landisaurus" reply="9" id="2237542"]curses, but a teaser! not much specific information. what kind of modes would let you play
[quote who="pigeonpigeon" reply="9" id="2230458"] You just described a version of the caravan distribution system, with shipping routes and everything. The only differences are that in your version, you make the caravans invisible and to raid them you just attack the actual trade route, and caravan transportation is instantaneous. The caravans are still there, as code and calculations, and under the scenes everything is still there. The removal of the caravans achieves nothing in this ca