Seems to me like a lot of people read Brad's post and then immediately put on their Apple Fan Suit or their Apple Hatred Suit and went to town on this thread and in the process completely missed his point. Remove Apple from the discussion. An appliance like device that is portable, very low maintenance, instant on, and can do most digital media consumption functions is a threat to the Window's portable and home computing market share. True or False? I
Kantok
[quote who="lwarmonger" reply="7" id="2660952"] Quoting Kantok, reply 5Sounds like perfectly valid reason to build yourself a horde of guys with spears and go invade the guy who does have iron. Absolutely. Nothing better than taking my (ironless) horsearchers to show those farmbound peasants just how little their iron will protect them.[/quote] Even if they have you outgunned (because of their iron), just user your
Sounds like perfectly valid reason to build yourself a horde of guys with spears and go invade the guy who does have iron. [e digicons]*_*[/e]
[quote who="endofdayz" reply="57" id="2660748"]I kinda wouldn't mind some humour. Games are supposed to be fun after all. I also like that several other people seem to hold my view to an extent. I sort of do want them to cram everything they can in. Look at Fall from heaven 2 for Civ4, and look just how creative and vast a sandbox they created, all through fairly extensive lore by the way. Whats wrong with orcs, kobold, Djinn, beh
[quote who="endofdayz" reply="57" id="2660748"]I kinda wouldn't mind some humour. Games are supposed to be fun after all. I also like that several other people seem to hold my view to an extent. [/quote] Rewrote this later because I thought the forums ahd eaten the post. Sigh...
Another possibility besides logistics would be to increase the chance of random events proportionally for large armies and maybe even tie it into some higher tier warfare tech (like logistics). Dysentery was literally murder on armies for most of human history. Diseases, raiding of supplies by bandits/locals, and slower movement are just a few examples of penalties that your society could have for building an army too large. Simply have a tech to mitigate or reduce
[quote who="Grove12345" reply="4" id="2654159"]I really think the devs should just stay closer to MoM game, since most people enjoy those rules.[/quote] I disagree. I think they should give us the game they want to give us. MoM and Civ are inspirations, not something to just update the graphics on and toss back out at us. I don't want to play MoM with newer graphics and a new art style. I want to play E:WOM, which takes its inspiration from Mo
[quote who="TKPNZ" reply="9" id="2654197"]Kantok: Maybe the efficiency of a resource caravan could be determined by technology level; that would remove the need for multiple caravans. You would need to maintain control of the outpost, and insure that the road is clear of monsters and bandits, so the caravan can get to the city and add its cargo to the resource pool.[/quote] I understand your argument and why people like the idea of tying tech level to outposts, I just don't like the i
[quote who="TKPNZ" reply="7" id="2653692"]How about this, a pioneer builds a resource outpost. The outpost then generates a caravan that takes the resource to the nearest city. There it is added to the resource pool. Over time, a road would be generated between the outpost and city.[/quote] The problem with this approach (as opposed to having to generate multiple caravans at a city and sending them to the outpost) is that there is no decision behind it. You will A
Mark me down for mountains being at least nearly impassable. How many dark age peasants with a set of armor and a spear could hike their way through a real mountain range? I could live with some sort of mechanic (spell, "guide" npc skill, something) to ocassionally mitigate it, but in a world bereft of food, technology, and basic human survival items (especially early game) I can't see people putting together the provisions to go on a serious mount trek. I'
[quote who="Pantasd" reply="1" id="2653529"]never i use magic to make baby's[/quote] Just cause she tells you it was magic...
[quote who="Stmorpheus" reply="2" id="2650698"] however, if you had a caravan going back and forth to the tile(like it was a mini settlement) then you would get the half it produces plus whatever the caravan could carry as well. maybe the caravans would be upgradable, or better yet DESIGNABLE so as to carry more, or perhaps have multiple caravans transporting goods. [/quote] This. Just have each caravan increase the productivity of the outpost by X%
[quote who="Cynjian" reply="144" id="2652119"]I also agree that pioneering should get a boost to bring the value to an equal level with town production. Another way to do that might be to give the technology Logistics or Caravans the effect of boosting pioneered resources from 50% to 100%. Both of those techs suggest you have the logistical capacity to get the resources to town. Or maybe each one adds 25% more so that by researching both you hit the 100%[/quote] Or m
I'm a big proponent of the current system, though I think it needs some presentation changes (the subcategory idea is great) which I've written about ad nauseum already and will spare everyone. That said, a dev, Boogie I think, has posted and said that there is major effort in the works for the tech screen and how all of the information is presented. I'm anxious to see that and get a better feel for research in general. Right now I like the system, but it feels very
[quote who="Recnelis2" reply="7" id="2653281"]I'm not sure how to even use them to build roads at the moment. Last time i used a caravan it caused my game to crash. [/quote] You build your caravan in city A. Send it to city B. Provided it makes it there safely the merchant begins to travel between city A and city B doing his trading automatically. Provided you keep the route safe and keep him from getting eaten, his trade eventually causes a
This is my first Stadock beta and though I don't post much I've been hanging around since mid-Beta1. The level of interaction and the time you guys spend talking to your players is amazing (even for a beta). I don't think I've seen another company this responsive (and eager) for player feedback during the development process. I've always been a fan of SD games, but after this experience I'm pretty well sold on anything you guys release. Just wanted to say th
[quote who="Beric01" reply="93" id="2649852"]Combat does seem overly simplistic. I was hoping for something at least on Age of Empire 3's level, with ranged/melee damage, different types of armor, etc. While it IS a strategy game, and too much complexity in this area would take the focus off the overall strategic elements of the game, a little more complexity would seem only logical. [/quote] I'm curious how people find combat overly simplistic when we
City building needs two things: 1) Some randomization among the graphics to make cities look like cities (and distinct cities at that) and not sprawling masses of tiles. Each tile is beautiful individually, but they don't mesh well. As the city grows, little roads should develop, people should be walking about, the tiles shouldn't all be facing the same way. That sort of thing would go a long way to making the cities look better without adding anything to the c
[quote who="Sareln" reply="7" id="2650289"]Alright, I've finished running around the park at night with a light up frisbee, time for me to take a crack at this. Beric01, it seemed like a good idea at the time to split the threads between name brainstorming and actual functionality. Maybe that's a bit overkill, but oh well . Unlocking categories with technology sounds interesting, but then we run into our tree problems again...[/quote]</
[quote who="Thiryn" reply="17" id="2650543"] LOL. So Beta 2 = Elemental: Of[/quote] Awesome.
[quote who="Beric01" reply="49" id="2649856"] Kantok, want to start a thread on it, and we can start working on some ideas for refinements?[/quote] Sareln did that for us. Here
[quote who="Sareln" reply="3" id="2649909"] Yeah, I wanted to break it out of the thread and flesh it out some more. This is for names and flavor, the other thread I just started (with a huge block quote of you) is for the idea itself. Have to run![/quote] Hell, I wasn't looking for credit. Just wanted to make sure you'd seen the other discussion.
Research in 4x games has always bothered me. In most games, the 'strategy' part of research is simply deciding which uber tech you want and planning how to get there most efficiently while not gimping your empire with nothing but research buildings. The concept of a tech tree always bothered me because you knew what you were getting. In almost every game you knew exactly what was coming up and you knew exactly WHEN it was coming up. To use the sam
This is similar to what we are talking about in a beta thread on the tech trees. Here I'll be back to post more in a bit. This is an interesting topic and idea.
[quote who="Nick-Danger" reply="43" id="2649774"] I'll take the contrary point-of-view... Since we'll understand what's going on after playing through a few times, that means that from then on we'll have it sufficiently figured out. For the first few games, instead of considering it a negative, consider it a bit of a mystery. Why not enjoy the 'mystery' for that few games, while it lasts? Consider it a voyage of discovery, that will soon end and not ret