Bard of Prey

Bard of Prey

Joined Member # 675073
0 Posts 0 Replies 27 Reputation

[quote]Hey Gomman, what's with all this 'boring' stuff? I mean whats the use? Are you airing your opinion about something, because if you are you arn't making yourself very clear.[/quote] Why even ask for clarification from someone whose opinions are clearly so limited? Personally, I'd say let the forum admins handle the troll and move on... but YMMV... ;)

192 Replies 50,971 Views

[quote]6) Second of the things I suggest that I see NO WAY you'll ever do. Customizable technologies. Want a new ship weapon? Go to an interface, name it ("Green Lasers Mark Three"), assign attributes ("Researching this tech gives your laser-armed ships X% increase in firepower"), and have an equation that figures out how much research is required to finish the task. This concept works for any tech that provides % or set number increases to techs, but special techs ("Stellar Cartography") this w

192 Replies 50,971 Views

[quote]I've been successful with those choices up to the "easy" level, but could use some help on playing on harder levels. Any suggestions? Thanks in advance. [/quote] That question will probably generate a thread all its own... if not a forum... ;) My quick 2gp is that I always found High Elves to be the easiest, with Life magic especially. Chaos and Sorcery won't hurt either. Longbowmen are incredible, as are Elven Lords. Pretty much everything also gets Forestry

398 Replies 103,108 Views

I've thought of doing the same thing myself, and may be able to help you out at some point. The best thing to do would be to start a thread in the Mods forum here for people to talk about ideas, etc. [Edit: As for races, I would think the choices would be fairly obvious. Stick with Humans as the main race, and use: Vorlons (Pure Good), Mimbari (Chaotic Good), Narn (Neutral), Centauri (Chaotic Evil) and Shadows (Pure Evil). Of course, YMMV... but I can't think of another way

5 Replies 246 Views

[quote]Earlier ... unless I am mistaken Frogboy hinted at a masterofmagic.com, is there any ETA on when this might happen? I think it would generate a lot of interest across the internet once the web site was set up.[/quote] At a guess, I would say it will have to wait on final negotiations with Atari. Aside from trademark issues, it would likely worsen Stardock's bargaining position if they publicly committed to making the game (however qualified such a commitment may be) before settl

398 Replies 103,108 Views

I certainly agree with having production queues, as well as rolling over unused production/research. Both simple, and not huge changes from the original game. [quote]I also don't see any easy solution to the issue of food micromanagement short of having a better town sorting system like MOO2's where you can easily find cities that don't need as much production.[/quote] Well, I have a simple solution... military units don't eat food. If they do, it's on a *much* smaller scale.

398 Replies 103,108 Views

[quote]Definitely needed more than 4 AI opponents. I'd always be so disappointed when I quickly mowed through 3 AIs in quick succession only to realize that the game was almost over.[/quote] I'd be happy to see the overall number of races whittled down to 8 or so... then make that the max number of players per game, and you can concentrate more on giving each one a unique, GalCiv-type AI...

398 Replies 103,108 Views

[quote]I think I must be one of a few people who really don't care about multiplayer.[/quote] No, you're just one of the (relatively) few people who hang out on internet message boards who don't care about multiplayer. I'm with you, btw... :) I also hope Stardock remembers all the (excellent IMHO) reasons multiplayer was left out of GalCiv, and that it becomes an 'if we get time' option, rather than a central feature of the design...

192 Replies 50,971 Views

[quote]Modability is always awesome, but not if it adds months to the release date.[/quote] I'd take it even so. Given the choice between a good game in 12 months and a game that makes me say, "Oh my... the things I could do with this!" in 18... I'll take Door #2, thanks. :) I have a rather long argument in support of modding that I think I'll save for another time, but suffice it to say that (IMHO of course) it's the single most important feature you can possibly put into yo

398 Replies 103,108 Views

Many of the ideas you suggest for enhancing combat are great. They do suggest though (for reasons I brought up in another thread), a certain down-scaling of the overall scope of the game. I wonder how horrified people would be by the idea of eliminating settlers? After all, at the kind of time scale we're talking about, building a new city from scratch is hardly realistic, and the inability to create new cities makes existing neutral ones much more important, relative to nodes and oth

27 Replies 1,248 Views

[quote]I think keeping all the old and adding a bunch of new stuff rather than implenting too many new rules sets etc... would be the way to go. The game remains just as addictive to me today as it was ten years ago. It's just such a pain to run now and even an optimal machine it crashes frequently. I think the one big question would be how to conduct tactical combat as this is definitely on of the most dated parts of the old one. Only problem is, it's still fun regardless. I lost my interest fo

398 Replies 103,108 Views

[quote]Good point I suppose I just worry that they'll screw up I hope they don't change it too much.. [/quote] Now those are all sentiments I understand... :) I wouldn't worry too much about these guys though. They do good work. ;) In fact, that's part of the reason I'd like to see them add a healthy dose of their own 'magic' to one of my favourite games...

398 Replies 103,108 Views

[quote]I just want the same 15-year old game with new graphics. If it aint broke... [/quote] ... then keep playing it. I love my MOM as much as anybody... ;) It's still on my hard drive after all these years... and when I feel like playing it, I do. If you're going to spend $1M+ in development, and use up the full-time talents of all these truly talented people... why not do something new (i.e. a full sequel), rather than the exact same game we've all been playing for 15

398 Replies 103,108 Views

*sigh* Best of luck Brad, I hope it goes well for you. I'll have you know though, that I may not forgive you for making me break my promise to myself that I wouldn't support another Atari project... even an 'indirect' one. ;p And... please, please, PLEASE don't be swayed too much by the 'I just want the same 15-year old game with new graphics' crowd. There's a LOT more work than that to be done to update MOM for a modern audience... [Message Edited]

398 Replies 103,108 Views

[quote]AoW was a fairly nice game, but it didn't due Master of Magic justice at all. It played a lot more like Heroes of Might & Magic to me. Of course I was expecting MoM with updated graphics.[/quote] Interestingly enough, that comment comes up an awful lot... it seems to be what most people are expecting. I'm not sure it will ever happen quite that way. For one thing, any group of developers who might be interested in revisiting the game are almost certain to want to put

84 Replies 1,865 Views

Well, sadly I missed the poll, but in case anybody's still listening... ;) StarCon 4 would be cool... but then again, I expected the same thing from StarCon 3... ;p Overall though, I'd have to say go with Master of Magic II... it has the wider appeal (i.e., a ready-made group of fans who've been drooling over the possibility for more than a decade), plus it would allow you to use most or all of the expertise you've gained from doing GalCiv, since it's such a similar style of

84 Replies 1,865 Views

[quote]However, I think that Modders shall be given the oportunity of adding more than 10% at a time.[/quote] Less would be nice too sometimes...

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[quote]Techs: no known limit, verified good to at least 13130 by myself. I do have a tech that seems to automatically research itself at the start of the game. I don't know if it's a flaw in the tech definition or somethign else, though.[/quote] What is the research cost of the tech? I've noticed that setting the cost to 0 (or, depending on the difficulty level, a very low number) will cause this, but I haven't seen it happen for any other reason. I suspect that there's a 'free' turn

9 Replies 2,071 Views

[quote]So to be clear... The Balance of Power overwrites the following files that are shipped as part of the default GalCiv install bonusevents.EVENT CoreEvents.EVENT Expansion01Events.EVENT With files that are basically empty Backups of the above files from 1.2.086 can be found in the BoPbackups directory Not that I have a problem with any of this, I just want to be sure I understand what is changing.[/quote] Heh... sorry for the extremely la

9 Replies 2,363 Views

I've updated the mod to take care of a few issues with events, as well as rebalance them in general. Altogether there are 30 events, most new and some heavily tweaked from either the base game or the first version of the mod. There are also a bunch of new (sort of... ;) ) graphics for the events. This is also the first version that over-writes the default data files, so a word of warning: backups of the affected files are included in a folder called BoPBackups, but if you're using a

9 Replies 2,363 Views