AI is the MOST important thing. We will notice the quality of AI. Invest more in AI. Stability and speed are also quite important [e digicons]:grin:[/e] . The game runs quite slow for me (just moving ships around and so on), which seems odd, given that my PC handles all other apps and games fine.
Galactic_Hunter
Looks nice. Will be interesting to check it out, but since some of the key gameplay elements are still missing, I wouldn't expect to take up too much time.
I want to suggest a different answer to this all too common problem. The game should end, and tell you "you win" when you establish a sufficient buffer in front of your nearest rival. Figuring out when that is will really not be that hard, and it should be calculated and shown in the game.
Can I just add some ideas to the pile. Maybe not the first time I have suggested them, but the first time for a while :-) 1. Link the research tree to the universe more. Have resources impact on research (either some techs/branches are not able to be researched without a particular resource, or are faster with that resource). 2. Randomisation of tech tree. Omit some techs at startup, or randomise (a little, 10%) their tech costs in a
What I have seen in the vault makes me think it will be quite an interesting Alpha. I look forward to being part of it.
Dwarves! Excellent. Elves, Goblins, and high fantasy tropes should be added.
I am also really looking forward to the game. The combination of race and class if a fantastic innovation. It reminds me of the board game Small World (pick a special ability and race).
...or document everything well. Whichever. (j/k)
- Creating races and sovereigns that seem to work together. Lots of customisations that change the game-play in different dimensions to add flavour and different strategies. - Customising units to suit my strategy, levelling heroes - Building up towns to specialise in different things, depending on their relative geography (other cities, enemies, resources, etc) - Managing my economy in an environment where there are many resource categories (not just gold and mana, bu
Thanks for the continued support. Arrival of 1.4 will mean a good excuse to go back and play through a big game again. I hope that the franchise will continue to develop and improve.
Good news. Pre-ordered. Look forward to see how it develops. Cheers
Definitely looks more like Dominions 3.1 or something like that. Not saying I won't buy it, because DomIII is a classic TBS (which I already own of course), and an upgrade to it might be worth playing occasionally.
Google translate is a wonderful thing
That sounds like good news. I like the idea of more DLC and more tuning of the game, along with incorporating the best mods around to make the game better. Multiplayer is an issue for me. I definitely don't want it. Any time spent on the very difficult problem of multiplayer will be effort taken away from AI and the single player game.
Sounds very interesting. Cheers
There are a number of alternative suggestions here which may also solve the problem. However, I agree with the OP's suggestion, which is simpler and seems to solve a number of problems quite well. More grain = faster growth (and sets the limit).
Agree. I did point this out when they were making the change, but I think it got lost.
[quote who="NorsemanViking" reply="20" id="3377511"] Love the Firefly suggestions of nerfing iron income abit more, and the cost of some iron to upgrade the mine. I like this opportunity cost. But Horses and Crystal should be availble in even less quanities too perhaps?[/quote] I think so, but I am afraid to say again how I think there should be less horses, as they have already reduced it enormously. I would still be happy to have it halved ag
But they still do attack player cities from wildlands. Happened many times in my current game.
Seen. Purchased. Off to play it. As others have suggested, more please.
Interestingly, the option does still not seem to exist, even though I 'think' I saw an ad for it on LH on the forum ads here. Slight mis-alignment of marketing and reality.
Never touched the scenario. Played sandbox for hundreds of hours.
Nice (and quick) work! Suggest inclusion in v1.1!
Well all that sounds quite sensible. Not exactly how I would do it, but better than vanilla. I would like to give it a go when you are done.
There are a bunch of choices for custom factions which I personally do not favour. It seems to me that they are dramatically underpowered. I have listed them along with a suggested buff: - Adepts (add +10% mana to all towns) - Warriors (add +1 attack to all troops) - Slave Lord (is OK, but counts as 2 picks, should be 1) - Betrayers (same, should be 1 pick) - Civics (add +10% Gildar in all towns) This would