Overall, I think they did a decent job with Tropico 5. They tried to mix things up a bit while keeping it true to its roots. Some of the additions work very well, while others fall short. At first, I had some complaints about the lack of trait choices for El Presidente, but these were moved into the Constitution and Dynasty systems, which tend to be more interesting. The Eras work well for what they do, but I can see how some people may be turned off by it, as it can l
Cyclone_Jack
Very nice changes here, especially the Wildlands one since I love playing on the Wildlands map.
Played a game last night (had to quit when I realized it was 2am :)). I was quickly reminded about a UI feature that always bugged me: City level ups disable the ability to do anything until you choose the upgrade. This is especially bad late in the game when you have a dozen or more cities, half of which are conquered cities. I would like to be able to see the city in question, but the pop-ups cover the city and much of the surrounding terrain. This also happens whe
It has been a while since I have played, but my top two biggest issues are: - One caster class vs 4 non-caster classes. In a game about magic, this has always bugged me. There should be 2-3 caster classes to choose from. Magic could be split into Combat (direct damage spells), Summoning and Enchanting (troop/city buffs/debuffs), allowing much more variety in hero choices when it come to magic. (these would be the focus of the caster. They could stil
I have played this game almost every year since it was released. It is one of my favorite games and is easily my favorite turn-based tactical game. It mixes tactics and RPG elements well, has great writing and fun characters, and can still throw challenges at me. While I did back JA:F, I am very cautious about it. I would love to see a modern remake of JA, but so far all of the attempts have failed pretty hard. What Full control has shown off thus far looks goo
I would not be opposed to an option that turns major civs into minor ones (limited expansion) and disabled victory conditions.
I want to be excited about this news, as I love SMAX, but without Reynolds and Meier being directly involved in the project I think it's just going to be a CivV mod that *might* become a full game 2-3 DLC packs later.
[quote who="Frogboy" reply="31" id="3448203"] More the opposite. The more competition the alpha has, the better. We only want the most committed fans to participate in the alpha. It decreases the odds of people demanding we have a real time mode or a first person mode or what have you. [/quote] There goes my idea of a Digital Pictures-like FMV game. [e digicons]:-"[/e]
1. Galactic Civilizations 2 2. Alpha Centauri: Alien Crossfire 3. Civilization II 4. Age of Wonders: Shadow Magic 5. Elemental: Fallen Enchantress: Legendary Heroes My #1 and #2 are very, very close, if not tied. I think I enjoy the overall gameplay a bit more in GC2, but the writing and the factions in SMAX are just so well done. It really is difficult for me to put one over the other. While I did enjoy MoO and MoM ba
1. Quarterly. 2. More tactical battle maps, followed by more spells and abilities. Down the road, I wouldn't mind seeing additional hero types, or more special heroes with their own custom skill tree(s).
I almost always go for a custom race, my favorite being the mostly passive Spathi with an aim for cultural victory. I say mostly passive, as they do arm their starbases with defenses. I love pumping out huge amounts of culture, and seeing an invading fleet split and blow themselves up. :)
Like Werewindlefr said, the RPS review is way off. Yes, the game can be punishing, but once you get your groove going, its really fun. If I had to guess, the RPS guy had small farms, assuming he had farms at all, or his buildings were spaced out too much, or he had too much stuff in the queue causing issues. The other big thing the RPS guy m
Building up Heroes. I'm a huge fan of RPGs, and I love making different builds for a variety of archetypes. The more possibilities the better. I'll even pair up two or more heroes to see how their abilities synergize, even though there is a XP hit. Tactical Combat. I'm a huge fan of turn-based tactical combat games, and LH has some pretty fun combat. Exploration and Expansion. I enjoy exploring, and LH has a pretty good random m
Not sure if all of these will be out this year, but these are the games I'm most looking forward to, in no particular order: GalCiv 3 Tropico 5 Divinity: Original Sin Grim Dawn Tex Murphy: Tesla Effect Wasteland 2 Age of Wonders 3 Pillars of Eternity Carmageddon Reincarnation Hero U: Rogue to Redemption Dreamfall Chapters Torment: Tides of Numenera Armikrog Massive Chalice Endless Legend Warlock 2 (Hoping t
My favorite games this year: FEZ - Fun little platform game with some clever puzzles. I'm currently on the very last puzzle, I just haven't had time to work on it. Rogue Legacy - Fun action/platform game, though the controls were a little loose. Some of the traits your characters could have kept the gameplay interesting. Shadowrun Returns - Gr
[quote who="Frogboy" reply="70" id="3425444"]The original WOM concept was a lot LOT simpler than what shipped and, in some respects, players can kind of tell because a lot of the "Hey, let's throw this in" parts were just barely sketched out. The original WOM could be summed up like this:[/quote] I do think that taking the current engine and using it create what EWOM was supposed could be interesting. And while I'm not against the idea, I also wouldn't wan
For a game like GalCiv, instead of just having a hero appear on some random turn, they should be created through events in game, not dissimilar to how CivV handles Great Persons. Then allow those heroes to gain experience and expand their abilities, and their sphere of influence. A governor may start with a bonus to the planet he is on, then grant a bonus to the system he is in, then to the sector, while an admiral's bonus would be for his fleet, then adjacent fleets, then fle
My cultural victories (zero offensive ships) were always using the Spathi as my race, lead by Fwiffo. Does that count?
My vote goes to keeping GalCiv3 a grand strategy game. I've yet to play a game that had good tactical space combat. If a 4X has tactical space combat, then it should have tactical ground combat, which greatly increases the scope of the game. They'd also need to make sure space stations were interesting in tactical combat. I'm not saying that Stardock can't tackle these, I'd just rather them not take away resources to do so.
I would not be against the idea of prominent figures that could be used to modify the statistics of whatever they were attached to (planet, station, fleet, etc).
This news makes me happy. Multiplayer and 64-bit makes me very, very happy.