Woolfsmck

Woolfsmck

Joined Member # 2449118
0 Posts 19 Replies 164 Reputation

[quote who="Simplicity123" reply="3" id="3453961"] They were wise to go with Steam. The amount of money they will make off the game will be a couple of orders of magnitude higher than had they not. And them making money will translate into the ability to support the game in the future.[/quote] Or they could super wealthy and not really give a f... like blizzard dev's.

5 Replies 2,514 Views

[quote who="WIllythemailboy" reply="17" id="3448550"] Quoting admiralWillyWilber, reply 16 I agree Sins did it well. That is my point is that games do this with no problem. Honestly I don't see how this could be a lot of work. You will probably rarely do this. Honestly how often do your ships level up. Mine take awhile. Most don't, ever. Most of my ships are built solely to sit under a military starbase array and never see combat at all .<b

35 Replies 31,994 Views

I liked the idea of xp giving units a 'perk' in the Civ game rather than more hp's. Would be cool in GCIII .... Possible fleet captains who add perks to the fleet and they level up gaining additional perks. Perk Ideas: <p

35 Replies 31,994 Views

[quote who="admiralWillyWilber" reply="62" id="3448053"] General market where everyone goes to sell their goods works. I think the black market is corruption that you build in some else's territory where their corruption come's in as your commerce. This could be added to espionage. Another idea for a general market it could be small wonders that if you build them they would be connected to the other one's this could also be done through diplomacy. This could also be an

64 Replies 109,903 Views

[quote who="DARCA1213" reply="55" id="3447781"] I am about to post a article on this along with other topics. if the black market was represented by pirates in the beginning of the game and disappeared when the pirates are wiped out. Pirates would spawn like everyone else to start the game, just to be clear. Would that be okay, that way there is no long term dependence and the game moves on...if you want. DARCA[/quote] Why do co

64 Replies 109,903 Views

[quote who="Frogboy" reply="92" id="3447653"] Quoting Sunray242, reply 84 Tactical terrain: Swamp tiles to limit your movement and defense, wooden areas to reduce damage from ranged attacks, arrows that can be stopped by obstacles that are in the line of sight, hills (height that give a +1 attack bonus to damage), catapults that will destroy fortified tiles and so on... I want this and more. There are two additional things I requested

201 Replies 1,149,018 Views

[quote who="DARCA1213" reply="55" id="3447781"] I am about to post a article on this along with other topics. if the black market was represented by pirates in the beginning of the game and disappeared when the pirates are wiped out. Pirates would spawn like everyone else to start the game, just to be clear. Would that be okay, that way there is no long term dependence and the game moves on...if you want. DARCA[/quote] <span style="font-size:

64 Replies 109,903 Views

Split manufacturing into resource production and ship assembly .... Assembly plants require resources .... hence ship numbers will be limited by resource accumulation ... like money accumulates .... Require specific resources for specific components. .

64 Replies 109,903 Views

Make construction supplies a counter that builds up like money does. Link ships to a quantity of construction supplies and ...wha la .... you can only build the number and size of ships based on your supplies. Now higher manufacturing mean

64 Replies 109,903 Views

[quote who="Crastiloowa" reply="60" id="3446761"] Quoting DsRaider, reply 55I hear a lot about tech trees but personally don't think they have much to do with factions playing different. Just to pick out this one item - you could (potentially) do a lot with a wholly alternate tech tree. Just to name a few examples Simple re-organization so that "late game" techs come early and early techs late. For instance, a "horselor

201 Replies 1,149,018 Views

Real city sieges on fortress/castle sites would be cool ... right now its simply a modified tactical combat map ... Elevation variation affecting movement , spells and line of site in tactical as well as strategic. More definitive uniqueness

201 Replies 1,149,018 Views

Having a complex economy and colony management system makes the game better. Simply trying to build the biggest most numerous fleets is to linear. If a race that could research faster and have more efficient manufacturing or better combat ships with a smaller population than one that simply spams colony ships and then mass quantity sh

65 Replies 111,231 Views

Is there any info regarding quantity of resources. Like money , when you mine a resource, will it have a quantity or just 'available' ? To me, this would add a strategic layer and moderate ship quantity, I.E. large map game get bogged down because there are a gazillion fleet stacks. If resource and population quantity along with money affected fleet and starbase construction , that would regulate spamming some what I thi

105 Replies 522,107 Views