scottike

scottike

Joined Member # 2430712
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Just a regular movement turn, as I recall. http://dl.dropbox.com/u/8994230/FE%20crash/-2012-01-19T19-16-24-883.dmp http://dl.dropbox.com/u/8994230/FE%20crash/-2012-01-19T19-16-24-883.zip http://dl.dropbox.com

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I played my first beta 4 game to a conquest victory yesterday and had a few observations: Upon capturing a city, the city and my units disappeared until I saved the game, exited, and reloaded. The unit icons were still on the left of the screen, but the could not be selected or commanded. On reload, the city was still not visible but the units could be selected and commanded to exit the city. Tactical battles did not always display the remaining hit points correctly, or else a

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No, just levy large penalties on military and economic factors to reflect the chaos created by the Soverign's defeat. While he "recovers" (think Sauron in LOTR), these penalties are in place. You can tweak the magnitude and duration of these effects to balance the game.

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I would also like to see a Alpha Centari style, area of reseach effort. I really enjoyed adapting my play to account for what techs were discovered. If you emphisized warfare you could still get ecology techs, just less likely. It also helped when playing AI, since we were working under similar conditions and I wasn't tempted down a preset path of research each game. Even with SMAC, this method was still only an option, since some people wanted absolute control over the process, but I'

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At first glance, Kyro's model seems to be a good compromise. There are two issues I see with some of the complex models suggested: 1) The potential for tedious micromangement as the game develops. 2) The ability for an opponent AI or player's governer to deal effectively with the complexity. I see no value in having a very intricate economic system in the single player game if an effective AI can't be developed to manage it. A question I have for the programm

565 Replies 1,543,707 Views