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March 25th, 2004, 10:16 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: The next patch
Quote:
Originally posted by Cainehill:
quote: Originally posted by magnate:
One thing I'd like to see in the next patch is a 2nd visit to the races screen, after the map is chosen. It shouldn't be too hard to do, and you don't even have to allow any changes on this 2nd visit (open to debate but whatever), but just show us what changes the map selection has made to the race selections. This would vastly simplify the use of user-made maps and scenarios, especially for SP. Good for MP too - maybe you could choose a different race if you really didn't like the map they chose ....
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Another good alternative to this, and easier to program, would be to have map selection come -before- race selection. That way you know how many provinces, how much water, whether there are a recommended number of races, restrictions on which races/nations that are played, etc.
I really cant see this. I tend to create a new game with more of an idea of what nation I want to play than with what map I want to play on. To choose from ALL the maps and then find out that my nation isnt a choice seems less desireable than to choose the nation then find out that all the maps are not available.
Its not that hard anyway to just hit ESC and back up to make a change the way it is now.
Quote:
An option on the race selection screen to randomize which non-human-controlled races are in the game would be rather nice also, especially with graphs turned off. Let it be a surprise as you come across the nations in the game.
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I guess this could be interesting but at the moment thats a feature of the map controls. I generate maps daily on my site that randomize the AI opponents.
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March 25th, 2004, 10:27 PM
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Corporal
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Join Date: Jan 2004
Location: Pembrokeshire, Wales
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Re: The next patch
Wouldn't it be even easier to simply compile a list of the maps&scenarios along with which nations could play them?
Then you can just consult that during the God creation process. No need for UI changes.
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April 2nd, 2004, 05:19 AM
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General
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Join Date: Nov 2000
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Re: The next patch
Quote:
Originally posted by PhilD:
How long are your games? Are you playing 4-player games on the World map, or what?
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It takes about 50 turns to go from a 5 astral income with no water to having 100 clams, assuming that absolutely no other site searching is done. If any site searching is done, then this number quickly drops to 100 clams by about turn 30-40 or sooner. 100 pearls a turn is a game breaker, since all it takes is 10 wishes for "Armageddon" to wipe out 90% of the entire world's population. Then the person with the massive income just needs to wish for gold and food as needed.
They definetly need some other kind of balancing factor, since they and earth blood stones are currently the only long term production item that doesn't have such a balancing factor. Soul contracts and lifelong protections horror mark the wearer so that he will get eaten before it gets too out of hand. Fever fetishes require you to alchemize with a 4 to 1 loss ratio to both nature and death gems to exploit severely, and earth blood stones require blood slaves, which are not available through alchemy. There should probably be _something_ done to the clams as currrently the best use of water gems and water magic is to convert them all to astral.
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April 2nd, 2004, 06:21 AM
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Corporal
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Join Date: Jan 2004
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Re: The next patch
Yes, I agree with the below posters that the biggest imbalance in MP is the low cost of clams. If you raise them to construction 6 and change the cost appropriately they would be much more in balance.
I'm REALLY not one to cry "nerf", but I honestly think that the clams are way out of balance for the power they bring to a player's economy. It is at the point that if you don't horde clams then you can't compete in MP on large maps.
It would be nice to be able to restrict magic items to a specific number per player. Letting each player only use, say 10 clams maximum would help a lot. I'm not aware of anyone bringing up a magic item limit before, but if so what do the devs feel about that? Do they want the game to be decided by whoever hordes the most abusive items?
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April 2nd, 2004, 07:09 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: The next patch
Quote:
Originally posted by sergex:
Do they want the game to be decided by whoever hordes the most abusive items?
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Five bucks to the one who kills the hoarders 
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April 2nd, 2004, 07:34 AM
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General
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Join Date: Nov 2000
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Re: The next patch
Quote:
Originally posted by Kristoffer O:
Five bucks to the one who kills the hoarders
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That would be a viable strategy except that a player with a large astral income can easily afford to cast and replace the various dome spells. There's not much point in trying even a flames from the sky if it only has a 7% chance of affecting the target province. Murdering winter is even worse, since 3 of the races are completely immune to it, and the other 4 heat races are almost always fairly safe.
Hoarding clams can be countered if you can find your opponent's holders before about turn 20-30. After that your chances of success become vanishingly small.
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April 2nd, 2004, 08:40 AM
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First Lieutenant
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Join Date: Nov 2003
Location: Hobart, Australia
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Re: The next patch
Quote:
Hoarding clams can be countered if you can find your opponent's holders before about turn 20-30. After that your chances of success become vanishingly small.
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I'm in a large game (Orania, 17 starters) which is approaching turn 70, and down to 5 active human players. One of those players is Graeme, playing R'lyeh. He has an Arcane Nexus and Strands of Arcane Power in play, so it's a fair bet that he's been exploiting clams and that, by his reckoning, he should now be unstoppable.
If he goes on to win despite being at war with the rest of the world, I'll join the throng declaring that this needs to be fixed, soon.
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