LDiCesare

LDiCesare

Joined Member # 644997
1 Posts 171 Replies 10,600 Reputation

[quote]Permanent death I agree with. Steward Denethor said it best I think... "He will not come save only to triumph over me when all is won. He uses others as his weapons. So do all great lords, if they are wise, Master Halfling. Or why should I sit here in my tower and think, and watch, and wait, spending even my sons."[/quote] Aren't you quoting the loser who eventually lost his country to Aragorn, the king who led his troops himself and acted himself directly, putting himself at r

52 Replies 142,429 Views

As long as Impulse 1)doesn't force you to work on start-up by default 2)doesn't crash the way it systematically did last time I tried it I don't mind using it.

30 Replies 63,499 Views

The thing is, if the channeler's death is end of game, what kind of choices do you have when creating your channeler on small/tiny maps? I guess no choice but have him be strong. I also believe people will be divided on the issue, and that an option to either call him back or end when he's dead would be needed. But then we'll have to playtest it to know for sure.

218 Replies 494,137 Views

[quote]Except I want the option to micro everything. To me micro is part of the immersion effect for the game.[/quote] I'm not against allowing people to micro. I'm against forcing them to. If you have to devise one unit per city to make the most out of their training/construction time, then you're forcing micro through bad interface. If you abstract training a little, then you can get the same effect without forcing to micro. You'll still have a lot of opportunity at microman

148 Replies 499,295 Views

What will be different between the factions if: -Spells are mana dependent only -Units are built in worlbuilder ? Graphics? Names? That doesn't sound very interesting unless there are some special abilities, bonuses to production or some such. So: Production bonuses/penalties? Economic bonuses/penalties? Growth bonuses/penalties? Special monster that can be summoned by a national summon spell that everyone

62 Replies 221,427 Views

[quote]Hopefully the random map generator can take that into account or you'll have some stange stuff, like huge rivers running through deserts (civ 4)[quote] Evert heard of the Nile? Water-side cities can have walls over the water. For instance Byzantium. Morale is fine to use considering pursuit can kill off most troops if you have fast pursuers, leading to fights that are more one-sided than fights to the death. But then you must take c

28 Replies 75,896 Views

[quote]Solution 2 (e.g. MoM) : player is moved to a "limbo" where they cannot cast spells or are otherwise severely limited, and must cast a "spell of return" to return to the normal state - con: copyright infringement [e digicons];)[/e] - con: in MoM, it was rare for a wizard to actually succeed in casting this, so it was sort of just prolonging the inevitable, but it made it harder to win with 1 city versus 40 cities just by ganking a wizard (if they had enough, they could come b

52 Replies 142,429 Views

[quote who="Frogboy" reply="6" id="1932182"] When I click on a city and want to see how long it will take for my squad of Paladins to be made it will still say "9 turns" but that 9 turns will be now based on: 0 weeks for horses because they're available in town. 8 weeks for training. 2 weeks for supply of plate mail to arrive from Trinos 9 weeks for supply of enchanted long swords to arrive from Kaplar. Yet, in another town, it might only take

148 Replies 499,295 Views

Weather system would be nice if it was localised because it would open up the possibility of weather spells. If one could continuously cast draught on an area and cause it to dry and become unproductive for instance. Or other more or less subtle effects to ruin your opponent's land (yet another thunderstorm).

20 Replies 13,705 Views

I disagree with the fact that GC good choices were hurting more than evil. It's always been easier for me to win as good than as evil in GC, because evil had nasty events, and diplomacy with good races was good if you were good while evil-doers didn't get that benefit. Overall it was quite nice. Still, I'd like to stress that NOT all fantasy have good vs. evil. Le Guin's Earthsea for instance. Also Indian myths and tales are much more shades of grey than good/evil choices. Dil

20 Replies 17,843 Views

About the auto-resolve combat: Will you be able to give some tactical orders before the battle to help the outcome without playing it through (think Dominions). At the very least, will it be possible to set up the position of various units/armies in a stack at the beginning of the battle? I suppose it would also be useful for the full tactical mode (so you can put knights either in front or on the flanks depending on what you believe would help you best for instance).

45 Replies 190,187 Views

Thanks for the info mittens, but will it be possible to write a map generator rather than reuse pieces of maps? Civ IV allowed to rewrite the whole map generation algorithm. It's pretty complex, particularly the rivers placement, but I'd love to be able to port my civ IV map scripts to Elemental.

32 Replies 70,270 Views

I like the paper map idea very much. The other visuals look a bit fairy-tale-like, I suppose if you pick evil choices you'll have something gloomier? You say the game will be very moddable. Any details on what you'll make moddable? In particular: map scripts like in Civ IV? Races and units like in Dominions (I'm not asking to mod Ermor in, just 'standard' new races)?

26 Replies 21,431 Views

So I read: > The channeler will be an incredibly powerful unit within the game. Looks like it IS influenced by Dominions then. > positive or negative channeler Sounds like Galciv's good/evil thingy got back in. I guess it'll be used for diplomacy too. I hope they open map generation the way Civ IV did...

58 Replies 131,864 Views

Fantasy Civ IV already exists, it's called Fall from Heaven II. I expect more of a MoM-like game, with a 3d engine for the graphics, and maybe some Dominions influence. And, hopefully, a great ai as in Galciv.

58 Replies 131,864 Views

Imagine what our sales would be if our games had gotten game magazine covers For your information, Sins of A Solar Empire made the cover of the French Cyberstratège magazine. Obviously it's a bit of a specialised magazine, but still, Brad, you get some covers! On topic, I feel the point about targetting an audience that can afford your product is well made, and that providing free fixes and patches goes a long way towards reducing piracy (pa

254 Replies 1,053,106 Views

I tend to agree with many points in the op but think the game deserves buying for several reasons. GCII's ai is good, but once you get to know it, the game loses much of its charm (which was not the case for games with a pitiful ai like MoM). The ai has weaknesses, like not detecting a buildup, or detecting buildups which do not exist, which aren't much of a problem in a game like Civ IV because Civ IV has open borders agreements. GalcivII could b

49 Replies 36,927 Views