PyroMancer2k

PyroMancer2k

Joined Member # 2388239
0 Posts 16 Replies 773 Reputation

I love doing that in Civ4. I would race up a narrow path in the tech tree and then trade that advance tech to other civs for the tech I missed. That way I always stayed ahead of the pack in tech. This was mostly a problem of poor AI rather then actually a balance type issue. This topic though does raise an interesting question on how tech levels are going to be handled with tech trading? Each time your research something your tech level goes up and it takes longer to research somethin

13 Replies 9,642 Views

[quote who="John_Hughes" reply="2" id="2597787"]Or an argument to allow a "Spaghetti City" to be attacked on a Tile by Tile basis, [/quote] Yea I'm actually more in favor of this. I like being able to build the cities up but it does create a lot of problems when all tiles are treated as part of the city's single tile. The devs have already mentioned how they like the idea of pioneer outpost being capturable as it forces the player to choose between defending their cities a

4 Replies 537 Views

[quote who="StillSingle" reply="1" id="2600029"] 2) Offensive interercept. Where you can already see a unit, basically make your unit follow/catch up to, that unit until it reaches it or it gets out of LoS. Definately no % chance here. Either yuor unit is fast enough and can see the unit or it is not.[/quote] That is pretty much what Move to Unit command is though. Only it works on both friendly and hostile units. If it's an enemy unit then it's a ch

3 Replies 4,023 Views

I think it is viable to make people value Specialized cities but without the need to add overly complicated mechanics to the game. And here are some suggestions. 1) Increase the number of unique buildings and reduce the number of duplicate buildings a city can have. This way if a city wants to say go heavy research their would be several types of R&D buildings that are kind of limited but also a lot of buildings that instead of adding a set amount like libraries, schools, and univ

114 Replies 235,412 Views

[quote who="XeronX" reply="82" id="2600535"] I had thought of a global pop limit at one point but that would never work because eventually attrition would take it's toll on everyone. But what about a Turn based Growth pop limit.. I.E. Depending on map size the worlds pop grows by X people a turn. So say on a very small map turn pop growth is set to a max of 10. There are atm 3 players and a total of 7 cities on the map. So the the system makes

114 Replies 235,412 Views

[quote] Quoting taltamir, reply 1741. because there is no demo I don't believe this is justification for piracy at all. Many games today do not have Demos - which in many cases actually helps them sell because the game is absolute rubbish - however YouTube offers hours of gameplay footage of even the most obscure games and between the numerous reviews and forums you'll find a wide variety of opinions to gauge the qualities of the title in question. Not sure? Then

228 Replies 605,961 Views

[quote who="Twilight_Storm" reply="178" id="2599578"]To your first paragraph, I recomend a program called Alcohol 120% if you're just not wanting to carry a bunch of discs around with you when you travel. That negates the need for piracy since you should already own the discs. I use it to back up all my discs. -Twilight Storm | My life for the Dahkri[/quote] Alcholol is not free as I recall. So I have to pay for another program to get software I already paid for

228 Replies 605,961 Views

I find it sad when I have to go to pirate sites to get cracks for games that I purchased. I have several games installed on my machine at any one time and on my laptop. When I'm out an about or even at home I don't want to have to constantly swap out CDs just to play a game. This is especially true with a laptop where you don't want to carry around every disk for every game you have installed on it just to play. Online verifications are also annoying cause again with laptops you might

228 Replies 605,961 Views

[quote who="Frogboy" reply="10" id="2599126"] There is a considerable camp for doing a 4-bit (16 color) style intro with SID chip (C-64) style music. There's also a camp for doing a proper impressive intro as well. [/quote] Why not do both? A lot of games have an story/dialog intro that explains some of the history before it cuts to some full CGI or ingame rendering of present events playing out. The 4-bit color mode could be the story book history of the worl

22 Replies 10,946 Views

[quote who="Climber" reply="77" id="2599450"]I have no problem with "Pyromancer's suggestion of making prestige diminish as population grows" although I find that a bit artificial and does not appeal to me. However, I agree in principle that for any large city, pop growth plateau due to over crowding/difficulty of admin etc. [/quote] I don't really see it as artificial. As in real life the more a city improves the more attention it draws to moti

114 Replies 235,412 Views

[quote who="Tasunke" reply="75" id="2599174"]Fair enough. I was some-what wary of this, while at the same time couldn't help but get sucked into the discussion [/quote] I know what you mean. I started the thread and it got a little derailed on the ideas to help penalize L5 city builders. I kept trying to say that the current abundance of food in the beta was a balance issue not a mechanics one but it's nice to have a developer point it out as well. ;)

114 Replies 235,412 Views

Given some of the debate on how MP should work I was thinking of a few commands that could help handle how units move. And would be useful even if turns aren't Simulations. Along with some general unit handling changes in general. Anyway here they are. Queue Commands - The ability to queue up several commands would really help speed things along in turns for MP. For example like in Civ4 if you hold down shift when issuing commands it lets you queue up several commands

3 Replies 4,023 Views

[quote who="Winnihym" reply="71" id="2598849"] I'd like the "diminishing returns" mechanic for prestige explained a little better, please, I'm not sure I get it. Perhaps you could use smaller words for me... [/quote] Did you see my previous post much earlier in the thread? If not I'll post the important part again. If you have any more questions just ask. [quote who="PyroMancer2k" reply="35" id="2596334"] As for my suggestion of the change to prestige it seems

114 Replies 235,412 Views

[quote who="Tasunke" reply="64" id="2598034"] Additionally, lets assume that size 5 is at 1000 or so (even 2000-5000). I think there should be some special bonus for each additional 1000 population. Lets say (for assumption sake) +1 gold, +1 prestige (per extra 1000 people) ... or, barring that, +1 gold for every gold producing building.[/quote] If there was a bonus for every additional 1K people I think it should be a lot more then that. I mean a typical level 5 city already nee

114 Replies 235,412 Views

I think it's better the keep things simple. Instead of a per building basis I think it should simply be the city as a whole. The devs have stated that as a city levels up production will get modifiers. This means which a level 2 city produces 2x of something each turn a level 3 will produce 3x of that same item. The problem is the population per building is your getting more production from the same number of people. Also there is the issue larger cities the population continues to double. I

24 Replies 16,026 Views

I know the 3D engine addition is a long way off and tactical combat even further but I figured I'd make the suggestion. Basically an option to save tactical battles so that you can rewatch them or show them to friends. Say you had a cool fight against a dragon and you want to show it to a friend that also has the game. Since the battle would just be info like units stats, orders issued, and random seeds generated for outcome the files shouldn't be to large making them perfect for shar

4 Replies 4,515 Views

[quote who="XeronX" reply="58" id="2597169"] As for the tile in a L5 city I had to make an assumption about what you got a L5 as I haven't been able to keep a game stable long enough to get there in this last patch. but in fairness even though I was wrong, a city growth of 16-8-8-16 would allow for a safe assumption of 16 instead of 12 following that. [/quote] Yea I'm not really sure why they did it that way as it's not that intuitive. A better setup I think would of be

114 Replies 235,412 Views

I can load the save game fine and then do stuff normally for a few turns but for some reason whenever I hit turn 260 the game freezes when I hit End Turn. I've tried 3 times now and it's always on turn 260 it seems. err file: http://pastebin.com/ssbHKTcA In case it has something to do with my current game here is the last save file. http://rapidshare.com/files/377445240/AutoSave.EleSav

0 Replies 181 Views

[quote who="XeronX" reply="55" id="2596994"] Food = Farm, Wheat Farm, Granary, and 7 Gardens Total of 16 tiles Housing = 3 huts at L1, 5 houses at L2, 10 houses at L3, and 13 Villa's and a slum at L4 Total tiles at L5 17 And at the end of L4 I had 15 Production tiles (By production I mean they could produce anything but housing or food). Now assuming if the game hadn't crashed and&

114 Replies 235,412 Views

[quote who="larienna" reply="7" id="2596876"] Why should we change it? If it's not broke don't fix it. After all you wanna be memorable what better way to stand out then to use old ANSI gfx for an intro on a modern game. I don't have the beta, did not know there was an actual intro. But the way people peaks about it, it should be temporary. Still, even if 8 bit, it has to be simillar one of the style explained above. [/quote] Well besi

22 Replies 10,946 Views

[quote who="Tasunke" reply="49" id="2596825"]I think the idea is to avoid having a Gigaton of cities. Currently City maintenance is purposely left out ... so the people spamming level 5 cities are really just lambs waiting for the slaughter that will come with new and improved mechanics.[/quote] That depends on how the mechanic works. In most games I've played maintenance is based on the number of cites not the size. Which ends up only reinforcing the need to have large cities not pen

114 Replies 235,412 Views

[quote who="Tainarius" reply="2" id="2596662"]The point is not the research output per turn rather then the benefit from each tech. Civ tech is by far more interesting then other techs. [/quote] I said "on a side note". As in a tip for future reference get higher R&D so you can do more testing deeper in the tech trees. Cause you obviously didn't go that far down any of the tech trees. Military has some interesting stuff deeper down like Legions which are full armies of units.

4 Replies 5,041 Views

[quote who="Darkodinplus" reply="44" id="2596569"] I vaguely remember Brad talking about a trade off for getting a city to the highest level and or leaving it at one of the lower levels. I'm of the opinion this system just hasn't be implemented yet or perhaps still needs more refinement. However, just making it harder to reach higher levels wouldn't be a good decision in my opinion. There should be two incentives one to keep a city smaller and one to make it larger so the player has a ch

114 Replies 235,412 Views

[quote who="Tasunke" reply="41" id="2596525"]Well, N/100 is actually incredibly high as a growth modifier, particularly because it effects Cities of Size 2 and Size 3. I don't mind if such a modifier affected Size 4 and 5, although sizes 2 and 3 I don't think need to be penalized because of "overcrowding"[/quote] Well as I said that's a balancing issue. The amount I just choose at random as a nice round number for easy math to deminstrate. How high or low the modifier is ca

114 Replies 235,412 Views