[quote who="thisisretarded" reply="4" id="2775089"] Quoting Stmorpheus, reply 1 hmm i understand why they did the food for gold. but i think it could be implemented a bit different. i don't. only a moron(or a large plantation owner) would build a merchant now. it is just not worth the cost. [/quote] A moron with 6 extra food for the first 300 turns of the game. I built 2 and they
greggbert
Like the changes so far. Haven't played much but noticed a lot of differences. * Merchants give 1 gold for 1 food. Interesting! Probably will want to have merchants be kind of temporary now until you get a few gold mines up and running then raze them. * The powerful hero abilities cost a lot more in the create hero screen. This is good. Organized costs quite a bit it should it's powerful. * I cannot figure out for the life of m
Seriously, today looking like a possibility?
I am proud to say I have never played a campaign in any RTS or TBS game. I hate them. They feel so forced. The couple of times I did try to paly, It very frustrating to have to wait 20+ hours to see all the units!
Finish fallout 3....Finally. Play a little napolean total war. Watch Nikita...
All of this sounds great.
Wow that's an awesomely candid estimate!
Finished batman. On to Fallout3.
I'd rather be able to do a simple spraypaint of ground textures in my own territory. That would be fun.
Oops. Just saw the demo video for civ 5. IT LOOKS AWESOME! WAAAANTTTT!
Agree that padded armor is HORRIBLE Looking. Makes them look like cockroaches.
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I'm dissapointed that I cannot say that the 4.0 score was unfair. We forget so easily how unplayable the boxed version of this game is. I'd love to see all early purchasers get a 50% discount on any expansion pack, ESPECIALLY if it is stand alone.
Seriously though, how long would a game with 3 people take. 50 hours, 500 hours?
You choose the spells based on the amount of shards you own. That makes a huge difference on which one you should pick! I don't think adding 6 different damage and defense/resistance types to the game at this point will make it better....
Could not think of a game I would like to play multiplayer LESS than this one!
The only thing I think tactical battles need is a range penalty for non-magic missiles, or a defense bonus against ranged attack for mounted units.
[quote]I don't think you're off-base on that RomanGuy. It's hard to imagine a caravan creating food out of thin air. Caravans increasing trade which would then increase gold -- that makes sense.[/quote] Easy. City 1 produces enough food for two cities. Half of it spoils. Caravan is created between city 2 and city 1. Now City 2 gets some of the food that would have spoiled at city 1. Food increased. It would be cool, howeve
Maybe the soverign could build some sort of "watchtower" that would prevent respawns if you don't want them. I need them, however, badly, for leveling up my new hire champoins! How would you properly level up champions wihtout all the monster spawns! And how would you get gold?
I am constantly using that spell that prevents counterattacks. That's a bread an butter for me. To be honest, though, while mana regen seems slow, the summoning woudl be too powerful if you were regenerating at 2 or 3 mana per turn in the early game. That's a new creature summon ever 2 turns PER IMBUED HERO!
[quote]I am not sure about what this exactly means: - Is balancing weapons needed to ensure that AI can survive - or changing the combat system will have a too important impact for the AI[/quote] As a developer myself my guess is that adding more attributes and calculation factors to combat would break the AI or cause it to have to be completely rewritten to take the new factors into account. My guess is that this is too big to do after the r
I think that the changes being discussed in this thread are unrealistic in scope for a game that has already been released. The AI, which is just now coming into it's own would be useless if the changes in the way magic worked were too drastic. I'd like instead to see some helpful tweaks that don't fundamentally change every aspect of magic in the game, such as tweaking the concepts of essence, spell maintenance, and the impact of shards on the game. I just wa
If I could get people to care about my company's products this much I would be happy. If they are professional they keep it in perspective. That being said, please work hard to make the september patch a Civ KILLER!
Hmm. It seems like your experience is different than mine. I hate auto-end-turn so I turn it off, then I just move the units that I want and click End turn when I am done. As for the difficulty, you need to constantly scout the enemy in this game because the power of their units can vary so greatly. If you do the quick early expansion like you seem to have done, threre has to be a point, round about the time of founding your fourth city, that you need to start cranki
Wow, my only issues are that (1) imbue takes away too much from your soverign in the early game, such that arcane research is often useless (why research spells you can't cast?) and that (2) summons should somehow be restricted so you can't just cast them all day long saving hundreds of GP in upkeep. I'd suggest (1) Summons require a building with limited slots for upkeep, only your soverign can summon (except for familars) and the soverign must be in the building t