Seems I'll need everyone to confirm whether they want to play, then select a civ and leader, then your PM all that info along with your email address to me.
I have to enter in everything at the start of the PBEM game. Luckily, the game does include some methods of automation during play. Namely the game includes its own mail client so you can send the next turn from within the game, and just double click to open any recieved turn files.
There's enough players interested to have 8 players, including me. We need to decide which map settings to use. I'm thinking either pangea or terra. Pangea is self explanitory, but Terra starts everyone off together on a large continent, with a second continent (the new world as it were) located somewhere on the map which no one is on. By the time people get there barbarians have usually overrun the continent with plenty of barb cities.
Continents has the very real chance of someone getting an entire continent to himself.
Well, this boardgame just hit my local game store. Unfortunately, I haven't the cash to buy it. (See my trade forum posts )
Basically, it's an $80 boardgame, similar to Doom the boardgame (based on the same rules) but set in a fantasy setting with much updated rules. Yes, it's really worth $80 considering the high quality materials you get.
Basically, the game comes with a large number of thick cardboard pieces that are rooms and corridors in a dungeon, these all interconnect to form a dungeon map. You layout this dungeon as per a scenario that comes with the game (or player made scenarios).
One player plays as the Overlord and basically runs the scenario/adventure and plays the monster. He also has special cards he can play that represent traps and whatnot. Unlike a true pen and paper RPG, the Overlord's task really is to defeat the players.
Up to (I think) 4 other players join in, each getting a character (out of 9 possible) with various strengths and weaknesses. They use a starting amount of gold to buy equipment from "town", these equipment pieces are cards that let the player know their effects.
With that setup done, the players place their miniatures at the start of the dungeon and make their way through. Anytime they open a new door the overlord player places any monsters or objects they see in the new room.
It's like an RPG-lite pretty much. In fact, an enterprising RPG GM can buy the game and use it for dungeon diving.
Calvin, have you read through parts 1-5 of Sulla's walkthrough? He goes over a lot of the game from the start of his civ through to the end. He pretty much covers all the changes made and many of the decisions you'll have to make in the game.
It's what convinced me to buy the game even though I'm more of an action/strategy oriented gamer.
I was never a big Civ player, but I really enjoyed the first two games. Didn't play Civ 3 much.
Civ 4 feels very refreshing though. A lot of things they changed make sense and all in all, it just feels right.
Edit: Interesting, those rivers you see on the map now work like roads that connect resources and cities. This is actually good for my first game, since I'm right next to a very long river with plenty of resources along it.
All I've read so far makes no mention of mission based coop, just playing COOP on some maps. There may be objectives, but it doesn't look like there's coop through the campaign.
That may change later, but until that day comes, my money is on Civ IV.
Speaking of which, I just had an interesting idea for a mod for Civ, one that features a cooperative campaign in a fantasy setting. Basically you start your kingdom and everything, and then hordes of something or another invade. It could be goblins, orcs, barbarians, undead, etc... but everyone has to work together with very limited resources against an overwhelming threat. Where do you attack, where to defend? If it's goblin hordes, you have a ton of goblin cities popping up everywhere turning out large stacks of goblin troops. Barbarians would probably raid via sea, be stronger, have less cities, but essentially be like the goblin hordes. Dragons would be singular powerful units that require large armies to take down. Undead, well, they're just undead, difficult to kill permenantly, weak in attack, but they just keep coming and they regenate unit strength in the field quickly.
The normal game would, of course, be the typical fantasy Civ mod that you know will come out as soon as someone can dig into the files.
Could be, but the game has been in development for 6 years, I think they want to cut losses in general. Plus, those who want to buy it, the Cthulu crowd, either already know about it, will find out from other people, or already plan to buy it.
That's me being optimistic, though. I suspect with the way the scores are jumping back and forth, the game is good but with some dated mechanics and bad technical problems.
It's just a little bit at the end of the credits, but still a very juicy morsel. Definitely worth a sit through.
No name mentioned, I think they should have given him either a generic sounding name, or some sort of generic title so that characters could talk to the player directly.
I loved the ending bit, watching the nuclear explosion happen before my eyes.
I think they were trying to go the Half-Life 2 route with the character never speaking and always in first person. I don't think it was as good an idea since the game really needed some banter between the main character and cast.
In the next game, they should pull from Splinter Cell/Metal Gear as yet another resource, not for the stealth aspect, but with the team of experts that were on call over the radio to assist. There was always chatter coming back and forth from people both on and offsite in those games, enough to make what would be a very lonely sneaking game into one that was alive with characters.
Basically, I'm main disapointed in Monolith, they usually have the strongest FPS characters in the market, but this time they really did poorly in that regard.
Oh and one thing I really found annoying about the level design was that you could predict a map switch whenever they had to jump down from one area into another, it's the poor man's way of keeping you from going back to a previous level.
The armacham technologies building went on for way too long, almost as though they artificially extended it to add game time. Armacham was easily the most tedious mission in the game, but once you got past it things really picked up.
What ever happened to your first teammate, what's his name? It's obvious that he's still alive in some form. I'd have liked to see him more in a sequel, he was an interesting character from the little you got to see of him.
And of course, they killed the hot blond.
Honestly, for the inevitable sequel, they need to work on more interesting levels, get their writers working on more interesting characters and interactions with those characters, teammate AI would be nice as having FEAR or Delta fighting with you would have made tedious combat sections more interesting.
STAY THROUGH THE END OF THE CREDITS! There's a little bit extra there that you should see.
There's good news, I just saw on the official forums that they will release an SDK for the game.
So who knows, maybe we'll see that Goldeneye style one shot kill mod I've been wanting or a Perfect Dark-like counter op. One player (or players) as the hero/deltas, the rest of the server as respawning mooks.
I currently use Fileshack, it's a great low key service. The speeds are great, however their selection of files is lacking, they're usually on top of the big name file releases, but they're definitely not fileplanet.