Zarkov

Zarkov

Joined Member # 667959
0 Posts 222 Replies 175 Reputation

[quote who="GFireflyE" reply="41" id="3446533"] But we have a dwarf race. They're called Ironeers. Unless it is SD's intension to overwrite this faction....which I would be more than okay with. Golems are very lacking. Imo, why not have several different kinds of Golem? Stone Golem. Iron Golem. Crystal Golem. Easy and more Dynamic. You can even guess which requires iron to build and which requires crystal. [/quote]

201 Replies 1,150,646 Views

By Durin's beard. Did anyone say Dwarves? I'll pay for a Dwarf race, Dwarf loot, Dwarf adventure areas, Dwarf Mammoth riders, Dwarven hammers, Dwarf cities, Dwarven finery, Dwarven ale, Dwarven diplomacy failures, Dwarven architecture, and Dwarven scarves with pictures of trees being chopped down, with some angry Elves watching! And dangerous Carp in the waters to go with that! *takes anti-excitement drugs*

201 Replies 1,150,646 Views

The order is largely not important for me. -Master of Orion II. The very cornerstone of a "space" turn based 4X. It had every element you have come to expect from these games. -Civilization I. Because it made me buy a PC in the first place. In reality Civ II. Because that is how you do a sequel. That is really how you do it! -GalCiv II. For the depth and longevity. -Star Wars Rebellion (Supremacy). NOT turn based, but with (for the time) a fresh

60 Replies 327,115 Views

Used to be sceptical, then it just became practical. There is no going back now! I do miss those "phone catalogue" sized manuals though. That must have taken some serious deforestation. He he. Got access to an Atari console of some sort as a kid. It came with a battle between two tanks as a standard. Very square tanks at that. :-) Then the C-64. Then the Amiga 500. And then the 1200. And then some kind of Intel 486, where you would be lucky to get sound... After that i

174 Replies 165,391 Views

Yep, this is the same genre as Star Trek: Birth of the Federation. You can make some trekky ships with the ship creator, if you can get into it that is. It is easily a huge time waster, especially in the beginning. He he.

14 Replies 121,565 Views

Better or different, it would be nice to have something to worry about! Because so many people can't always behave properly! They might object to their work going on non-stop in the mines with zero entertainment, while being beaten all the time, for no reason whatsoever! Not that I would complain getting away with that... But still... it feels a bit too easy. We should at least have a riot now and then. Just because it is the proper form! He he!

65 Replies 111,650 Views

Forums (associated with gaming companies) are (seemingly) mostly shunned these days, in favor of "one liners" on twitter and other ways of actually avoiding (direct) communication. So this is indeed a rare case of traditional observance. And with rare, I mean really standing out in an exceptional way. It is almost like a dream you know? :-)

25 Replies 90,771 Views

Traditionally, tooltips have been used to help explain how game features work. In that sense they serve as an additional layer. To give advice and help, and provide information. Yes. However. Should things that create immersion, be moved out into an auxiliary layer where it might be harder to notice? Is that not to distance the user from the information, since you will have to actively seek it? Is that not a way to downplay immersion, by placing the data into a seconda

105 Replies 99,893 Views

I will maximise the generalisation, and just vaguely indicate that if nothing stands out in a sea of grey, you will not see anything worthwhile in there. There has to be something, just to create a point of reference. And that "something" could easily represent what must be considered extreme. Or said out openly/without beating around the bush: Allow for some extremes. Or it gets dull/boring very fast. :-)

73 Replies 209,052 Views

This whole "optional menu" thing got out of proportion faster than a supernova. Lets not go there again. He he. For me personally. Not having these numbers in the game proper, would make the game a more sterile and distant experience. Tooltips or not. I like to bond with the game, to feel the little people included. Those that aren't really there, but in your mind! Just to make that clear. :-)

105 Replies 99,893 Views

[quote who="Tridus" reply="44" id="3444105"] Dude, what are you even arguing against? The original idea was exactly that - having the fluff numbers shown somewhere, just not on the primary display. Nobody ever said to get rid of them entirely. If you want to get grouchy at me for something, don't make up stuff I never said. There is plenty of real quotes to be angry at. [/quote] I was talking to the guy talking about me

105 Replies 99,893 Views

[quote who="Tridus" reply="43" id="3444103"] Sorry, but an option to turn off showing fluff data in a tooltip is a total waste of time implementing. Is it going to block all fluff data, or just that one? What if I want to see fluff manufacturing capacity but not fluff population? We now need an entire array of options, or to make the UI editable in game. Which the overwhelming majority of users will never do. Its the type of thing that should be solved with

105 Replies 99,893 Views

[quote who="erischild" reply="41" id="3444096"] Sorry to hear you have to reply in snarky tones about "abide less useful numbers" as though someone else's opinion is so obviously less sensible than yours. This is especially unfortunate because I do disagree with you and feel "put down" even before I got my two cents in. My opinion may indeed be pitifully inferior to yours, but I'd like to get it out before it is rejected so dismissively. I hope replying to you

105 Replies 99,893 Views

[quote who="Tridus" reply="39" id="3444084"] Having the actual population as a secondary number somehwere in the details is fine. Thats a fairly common way to deal with it. But since this is a strategy game and not a sim, I want the number I need to know at a glance to be the prominent one. That's why in the games I mentioned the 9 is prominent, and the population itself is in the details. It's a good model. But no, no option. Just put the population

105 Replies 99,893 Views

[quote who="Tridus" reply="36" id="3444071"] In my current game of Civ, my city population shows as 9. 9 what, you ask? That's the number of workers I can assign. That number is far more useful to knowing the size of the city than knowing the population is 472,381. In Warlock, it shows as 9, with the population in the city details. That's the number of tiles I can work. Again, the 9 is the number that actually matters. Depending on what the population

105 Replies 99,893 Views

Oh yes. Big maps and slow research, for that epic campaign. That is why they invented the ability to save games after all. Bring 'em on! He he.

11 Replies 27,006 Views

Yes indeed. Even a static "background picture" reflecting the general type of planetary environment, perhaps hinting at the local architecture, some ambient sounds, with a touch of "superfluous statistics", and/or quotes from the citizens, musing over the current situation ( as has been done before), would do absolute wonders for that ability to "dive in". If a "live scene" is too daunting I mean.

8 Replies 25,872 Views

The tooltips. Of course. That sounds like a creative way of implementing that fabled extra layer of irrational data, we fleshlings still long for. If it can be done, it would be most pleasing. :-) Being the old fashioned grump, I also agree with the above poster. They could at least be optionally displayed. Since these new ways of conveying information easily comes out as "second rate".

105 Replies 99,893 Views

I agree with the notion that the "fluff" numbers introduce a certain "roleplaying" or "immersion" element. As stated above. Even if they don't actually further the understanding or progress of the game in a practical sense, it makes the world seem more alive. Making the game mechanically more sterile in order to promote the more pertinent flow and function of actual progression, is of course the visually cognitive correct thing to do, but it also create somewhat of an environmenta

105 Replies 99,893 Views