Vallu751

Vallu751

Joined Member # 659419
0 Posts 119 Replies 15,543 Reputation

Hi My question stems from experience with Heroes of Might and Magic 3. On the highest difficulty level the AI players got immense bonuses and some scenarios were nearly impossible to defeat because of their resource advantage. However, once the player got access to certain spells, the game became a cakewalk. The AI clearly didn't take them into account. One such spell was dimension door. With it, the player could teleport an army a short distance. One near impossible scenario

9 Replies 9,572 Views

Hear, hear. Total War style is also real nice. As a bonus they group similar events, so there's just a single "new units produced" icon. Left click opens an event, right-click removes it from the corner. One small thing I've hated about them is that after loading a save there are no events. Saves should really retain the icons or redo the ones from turn start.. Good catch, bilskis.

10 Replies 1,865 Views

I really hope they go towards MoM style combat calculation rather than the GalCiv one. GalCiv method is horrible with high ratings, the variance is just too huge. With an attack of 100, you have the same odds for each result, 1% each, creating a straight line of probability. In other words, a Civ effect where a spearman can kill a tank relatively often. With MoM every point of attack has a 30% of scoring a hit and every point of defense has a 30% chance of mitigating a hit. A similar

24 Replies 18,366 Views

For an alternative approach, I really like the ticker tape system implemented in Sword of the Stars. Events of the previous turn are shown in a ticker tape in the bottom of the screen. You can freely browse the tape or double click on an event to zoom into it. Some events for Elemental could be "city has completed production" or "unit has reached destination". When playing SotS, I never get the out of control feeling that comes with auto-turns and I'm not forced by modal windows to do

33 Replies 118,636 Views

That Crossbreeding spell sounds great too! I really like spells that have a flavor to them.. chaotic magic being really chaotic in nature and so forth. The worst nightmare for the spells would be to have nature spell Stoneskin for +2 armor, chaos spell Demonic armor for +2 armor, dark magic spell Night's shroud for +2 armor... Identical effects with just different names. Hopefully the different schools of magic have a different feel when playing.

8 Replies 6,157 Views

Hi I would like to request a spell for elemental. It was present in Master of Magic, but I can't remember the name. With the spell - let's call it chaotic mutations - you would make the target unit a "chaos" unit plus it would get a random mutation. I don't know if units will get attributes like "chaos" or "angelic", affecting their resistances to certain damage effects, but the mutations would be really cool. I generally find spells giving +X to a stat with an upkeep of Y rat

8 Replies 6,157 Views

Glad to be of assistance :-) Here's the BoardGameGeek link: http://www.boardgamegeek.com/boardgame/709/dragons-of-glory The page contains the original map as a 1600x1200 image file: http://www.boardgamegeek.com/image/205250/dragons-of-glory And in the file section, there are the full rules for Paths of the Lance as

32 Replies 36,447 Views

I hope this isn't a double-post. The forum keeps crashing as I try to post.. Have you checked out Dragons of Glory? It's a boardgame on the War of the Lance, originally published as D&D module DL 11. There should be some information on BoardGameGeek, unfortunately the site is currently in maintenance. I would think that the most interesting things in Dragons of Glory would be the factions and the map. The factions have diplomatic modifiers included which tell how inclined

32 Replies 36,447 Views

Sorry for going a bit off topic from gameplay elements, but I hope the tabs for strengths, weaknesses and appearance won't be there in the final version of character creation. At the very least it would be good to have strengths and weaknesses perceivable on a single glance. Having to switch between tabs gets old really fast.

141 Replies 250,097 Views

Hi, I've played TI with just 3 players and didn't like it too much. But then again I've never been too fond of the game even with more players. It's a game I'd love to like, but it encourages turtling too much to my taste. That said, Fantasy Flight Games published Starcraft the Boardgame with very similar mechanics. It plays in a very similar way to TI except that there's less non-war stuff and fighting is more fun. Attackers get all sorts of little bonuses and turtling is not

37 Replies 224,235 Views

[quote who="Rhedd_V" reply="18" id="1919052"] Of course you can modify an existing design. Just open it in the shipyard, and go to work. If you open a design, everything will be there. If you open a template, however, all components will be cleared, but there's a checkbox in the options screen to stop that. Either way you can do it easily. Somewhere on the interface I'm sure it says what the troop/colonist capacity of a selected ship is. Probably in the "intellig

20 Replies 83,343 Views

I have to say that I think the original poster makes a very good point. Although my view differs in some aspects. The best implementation of space lanes, open space movement, teleport gates and whatnot is arguably in Sword of the Stars. Different races have different methods of moving through space, and they all coexist in the same setting. Humans use traditional space lanes, Hivers crawl in sublight speeds but can set up instant teleportation gates when they finally get to their dest

10 Replies 15,504 Views

[quote who="Mistralok" reply="15" id="1918017"] . I would strongly suggest that you learn the optimal way to design your own ships, as this is one of the core stregnths in the game. [/quote] Regarding the ship designing, is it possible to modify an existing design? I mean going to the design screen with the components of a selected design there. That's how I used to do it in MoO all the time: After I get a new weapons tech, I'd go change the weapons of an existing design whi

20 Replies 83,343 Views

[quote who="Mistralok" reply="3" id="1913246"]It's always heartening to see a 'lapsed' GalCiv player come back into the fold. Sole Sole has given some good advice, per usual, but let me expand a bit. 1) The combat system is *basically* the same, in that there is still the 3 offense/defensive types, but there have been changes. As of DA, each weapon on a ship now fires individually, rather than all at once. As of TA, you have the option to let the game design your ships for you (and

20 Replies 83,343 Views

Thank you Sole Soul, that was very informative. I took a look at the wiki and it did provide a lot of the information I've been interested in. Even though I will live in hope for more in-game information and explanations, I think I can live with this. I also believe your statement that losing the excess production is not as big a deal as I imagined. I suppose if I deliberately avoid using my spies to peak on enemy colonies, I could live with that feature as well. Maybe a rule

20 Replies 83,343 Views

Hi, I used to play Galciv I a lot. Galciv II a bit less, and then finally quit playing soon after getting the Dark Avatar expansion. I felt that the expansions and updates were adding new features while leaving some very annoying little things untouched. Now after two years or so, I'm thinking of getting Dark Avatar, but I'd like to hear what the current situation is with a few features I disliked: 1) Combat System Last that I checked, the combat system had three

20 Replies 83,343 Views

Great suggestions! I like the way DA improved the usability of the game, adding some of these would make the game even more enjoyable. Personally I'd rate these as more critical than most balance / AI improvements right now.

24 Replies 19,451 Views

It's nice to know Stardock is fixing many of the problems. I guess the only gripe remaining is the use of percentages. I wonder how big a change it would be to simply drop the percentage sign from where it doesn't belong. +1 speed instead of +1% speed... Hopefully a small leap for programmers, but a huge leap for usability.

6 Replies 12,459 Views

Hi, Back in GalCiv 1 I had to go through a lot of trouble to understand what the different bonuses were in fact doing. +1% sensor range wasn't a 1% increase in range as most of you probably know by now. This knowledge had to be learned by trial & error. I've recently bought GalCiv 2 and noticed that for some reason this item hasn't been fixed yet. Different bonuses are very counter-intuitive and some are downright controversial or

6 Replies 12,459 Views