Kantok

Kantok

Joined Last seen Member # 2964807
117 Posts 1,025 Replies 964 Reputation

[quote who="Beric01" reply="8" id="2649732"]My main complaint is that the game is too linear. There are few choices. I know exactly what my first town's first 6 buildings will be. And while you can specialize towns somewhat, it seems like it takes an hour or to just to have the economy to make a small army. Maybe something's up with the pacing? Because right now this game makes Sins of a Solar Empire look short. Food is very hard to obtain, because I feel like gar

19 Replies 69,302 Views

[quote who="Nick-Danger" reply="38" id="2649713"] ... -Some mention a more specific but still general path laid out, like 'food' under Civics. Well, is it really necessary? You see a food tech and grab it, knowing that it'll help find more food techs. -Remember we're just playing the game for the first few times. Elemental will have legs, and after a week or so we'll all have learned the tech trees pretty well. In Civ, how many

52 Replies 170,186 Views

[quote who="larrypeters" reply="34" id="2649654"]I think the problem we're seeing is that technology works for immersion but fails as a gameplay mechanic. We've already seen plenty of people say that they're keeping track of what technology leads to what outside of the game. That, to me, says that there's a need the game isn't providing. Like how MMOs without an economy have a barter economy that eventually show up, I get the feeling if the game leaves t

52 Replies 170,186 Views

[quote quoting="post"] SO played 2 tiny maps for about 6 hours. Man those tiny maps are HUGE. Might not be fun at all to play HUGE maps. Anyways, i didnt experience too much strategy in this game. 1. Terrain on a tile doesn't have any effect on movement across it or defense bonus. 2. If you have units in a town Anything to increase the defense of the soldier or have artillery support for attacking. Any benefits for defending a town?<br

19 Replies 69,302 Views

Hmm... I've been thinking about this the last few minutes since I posted and I'm liking it more and more. Weather should have other effects as well, to make you decision to use those spells a bigger deal. You call up a hurricane to negate your enemies archery advantage, but hurricanes (being massive wind and rain storms) have a chance to damage buildings and terrain improvements. If you throw up a hurricane to help yourself in battle, you may end up destroying some o

13 Replies 10,284 Views

I don't know if it's planned or not and if not it may be one of those things that's too big to add this late, but weather on the strategic map that shows up in tactical battles would be genius. It wouldn't be something unpredictable at all, it would just be another layer of strategic and tactical thinking. Recent rain storm? Well, your cavalry may not be as overwhelming as you expected. Look like a storm is moving in? Maybe you and your 100 armore

13 Replies 10,284 Views

[quote who="Zubaz" reply="18" id="2649325"]For me, an in-game research tree cheats the civ building lie we are willingly telling ourselves. But I like the sim/world building part of games like this. I shouldn't be able to know that atomic weapons are in the future somewhere and if I follow X path I get them. It's more real to me to research "warfare" and see a progressive evolution of weaponry. In fact, I'd dig it if, while researching magic (or some such thing),

52 Replies 170,186 Views

What the hell is a "terribly creative" map? Everyone seems to dump on the map for being "uninspired"... It's an extremely large scale map of two continents (or one maybe). Was it supposed to look like hedge rows or be shaped like some sort of mystical symbol? It's a landmass. A mass of land. With features, some of which we are to far removed to even see. As far as the rivers flowing through the mountains or any of the other geographic features peo

126 Replies 342,101 Views

I think the key to that screen shot ends up being whether or not those "pewter figures" have ambient motion or not. If, now or somewhere father down the beta road, those characters do more than stand perfectly still I think that screen shot is awesome. The dragon should be letting faint tendrils of smoke out of its nostrils or occasionally scratching it's neck or wagging it's tail. The more general troops should be checking each other's armor every so often or

43 Replies 23,046 Views

[quote who="John_Hughes" reply="127" id="2627398"] And that is all well and good, until its your Towns and folk that are getting desimated and you are currently engaged with another Faction and don't have resources to devout to this new, totally unexpected disaster. A "Living World" would be brilliant. Having uncontrollable stuff happen, that create unforseeable disasters, within your possibly still fragile Kingdom, wears thin very very qu

152 Replies 253,481 Views

[quote who="HuaynaCapac" reply="51" id="2625090"]I love the idea but I can see it taking up a lot of programming time - and processing if they each have their own AI. I'm trying to think of a simple way to code it in without using much of either. ... [/quote] I don't think that, for most monsters, it needs to be overly complex. Just simple, obvious behavior beyond "I show up. I kill your stuff until you kill me." It was

152 Replies 253,481 Views

[quote who="Demiansky" reply="46" id="2625052"] The thing is, does the player has any way to differentiate both cases? If she sees a pair of wandering trolls, is she able to know that they are raiding because there's a shortage of food or whatever "reason"? Yeah, I understand what you are saying and it's a good point. But the purpose for giving monsters these kinds of motives isn't to simply make them more convincing as characters. The point it is to make them dynamic.&n

152 Replies 253,481 Views