Hey guys and girls! Sorry if this is in the wrong forum, but I've been away from playing games for a while because I've been working hard with my small team to develop our own products.
Right now, we're about to enter beta for our first major release, a pirate fishing RPG (really) called Rule with an Iron Fish. It's more on the casual end of the spectrum than the hardcore strategy game some of you were probably hoping for - but we think it's really fun.
Some screenshots to whet your appetite:
Please drop me a PM if you'd be interested in taking part in the beta and thanks for reading!
It always felt weird that when I stop auto combat it doesn't feel like it's stopping in time.
I've looked at how many turns are actually played when hitting auto and immediately ESC to cancel it.
Your current turn is played by the AUTO and then the AI gets a turn, so far so good, but then, the AI gets ANOTHER turn, without you getting one, and only after that, the autocombat stops.
No matter how I look at it, this is a bug, the enemy takes 2 turns in a row.
Is it possible to somehow display a stack's strategic combat value? Attack-Defense-Ranged numbers, kind of like a wargame counter. Either on the icon, on the screen somewhere for the active stack, or available with a click or CTRL-something.
In case anyone is interested in hearing my kiwi accent, last week I appeared on Polycast for the first time in 6 years.
If you're not interested in the Civ5 stuff, you can jump to 42 minutes where the discussion broadens to Civilization in general - focusing on comments by Sid Meier, Brian Reynolds and Soren Johnson at the Civilization 25th Anniversary Panel.
Post any comment, feedback, or suggestion regarding heroes and hero abilities here!
Old Hero Abilities
Agility
Type : Warrior
Super : Available
Effect : Gain +1 DEF per experience level
Arcane Power
Type : Mage
Super : Available
Effect : Gain +1 Ranged ATK per experience level
Armsmaster
Type : Leader
Super : Available
Effect : Nonhero units on the same map cell gain +2 exp per turn
Blademaster
Type : Warrior
Super : Available
Effect : Gain +1 to HIT per 3 levels of experience.
Charmed
Type : Any
Super : -
Effect : Hero has 50 resistance against all magical effects.
Constitution
Type : Warrior
Super : Available
Effect : Hero gains +1 Health per level.
Leadership
Type : Warrior + Leader
Super : Available
Effect : All units in combat gain +1 melee and +0.5 missile ranged ATK per 3 experience levels.
Legendary
Type : Any
Super : Available
Effect : Hero adds +3 FAME per experience level.
Lucky
Type : Any
Super : -
Effect : Hero has +1 to HIT and +1 to DEFEND
Might
Type : Warrior
Super : Available
Effect : Hero gains +1 melee ATK per experience level
Noble
Type : Any
Super : -
Effect : Hero produces 20 gold per turn.
Prayermaster
Type : Mage Leader
Super : Available
Effect : All units in combat gain +1 resistance per 2 experience levels.
Sage
Type : Mage
Super : Available
Effect : Hero produces +6 RP per turn
New Hero Abilities
Ritual Master
Type : Mage
Super : Available
Effect : Hero produces +4 Power per turn.
AEther Master
Type : Mage
Super : Available
Effect : Hero produces +8 SP per turn.
Capacity
Type : Mage
Super : Available
Effect : Hero gains +1 ammo per 2 levels of experience
Divine Barrier
Type : Mage Leader
Super : Available
Effect : All units in combat gain +1 DEF per 3 experience levels
Guiding Beacon
Type : Mage Leader
Super : -
Effect : All units in combat gain +1 ranged ATK per experience level (both missile and magical)
Soul Linker
Type : Mage Leader
Super : Available
Effect : All fantastic creatures in combat gain +1 to HIT or +1 to DEF per two levels of experience, alternating the two bonuses.
Supply Commander
Type : Leader
Super : -
Effect : All units in combat gain +2 ammo.
Logistics
Type : Warrior Leader
Super : -
Effect : All units in combat gain +0.5 movement per 2 levels of experience.
Battlemage
Type : Warrior Mage
Super : Available
Effect : All melee attacks done by the hero refill 1 used MP per experience level.
Any hero that already has Caster can gain that ability for an additional Caster level. Each level makes the hero gain an extra +2 MP per experience level.
Hero stats
Dwarf
Type : Warrior
Fame : 0
Caster Level : -
Spells : -
Hero abilities : Armsmaster, Constitution
Other Abilities : Mountaineer, above average starting Resistance.
Random abilities : -
Barbarian
Type : Warrior
Fame : 0
Caster Level : -
Spells : -
Hero abilities : Might
Other Abilities : Thrown, Cold Immunity
Random abilities : -
The other day I stumbled upon a game that I hadn't played in a long time, since my elementary school days: Gemfire. And I realized that it had many similar elements to MoO1: the tactical battle screen, the relatively simple province management / economic system, the random events (plagues, earthquakes).
I see that Gemfire came out in 1991, and MoO1 came out in 1993. I wonder if the people who made MoO1 were at all influenced by Gemfire. They are both unusual for grand strategy games in how streamlined their mechanics were.
So I downloaded the mod from the link in the main thread. I extracted it to the Mods folder. When I start the game, advanced options and Load a Mod, there is EiTB v12. I choose it and it begins to load...
but then I get an error stating: GFC error: Failed to intialize the primary control theme.
If I press Ok, the same error occurs again and then Civ freezes. Any advice would be great, thank you.
So I'm going for my first time on hard
Average I had a pretty hard midt game vs frogmen and their amazing size in planets. (i am playing Psilon)
I'm looking for more tips to do or way to optimize my science/production output best possible way.
Tips i use so far:
Ultra rich >>> planet reserve >>>> Ultra rich or artifacts or rich planets building ships
Rich building ships or putting into reserved
I try to build up factories fully on my starting planets before going to research.
in the beginning i check to see if i have more than double factories than population and then i adjust it slightly to give more population.
Once a planet is up and running fully i shoot of some population to nearby new planet to get them up to 33-49% population so get benefits of max growth bonus
Should i do this as soon as i make my 2nd planet or wait for planet 1 to go up first ?
i recently changing my starting technology to aim for away from robotic technology and instead reduced waste and improve eco Restoration as well as factory cost. i think it more useful in the very start and reduce the cost form Imp. Robotics
Should i predump some science from the very start and ride the small 7.5% bonuses while building up me very first planets ?
or wait until my first planet is fully operation and start science there ?
Anything else good tips to do ? i usual play the longs strategy which is why psilon fits me so nicely.
expand as fast as possible avoding war
Then rinse and repeat "get production up. research for better production."
Break out the big fleet and run over the enemy
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