IGN is playing Rising Tide with devs today at 1pm PT

There are some units that can see invisible units from a further range. For example, I know that Supremacy Tier 4 Patrol Boats can see them from 2 tiles out, as can both of the hybrids stemming from Supremacy (available as a perk). Methinks that orbital coverage might be a way to do it as well, with a satellite dedicated to showing all units invisible units in an area as a way to help tie the layers together more.
 
Methinks that orbital coverage might be a way to do it as well, with a satellite dedicated to showing all units invisible units in an area as a way to help tie the layers together more.
The All-Seer would be a prime candidate for that (and could do with some added versatility anyway).
 
We saw them during the Stream last week too, but I like the Eye Icon for stealthed units.

This also means:

Illuminati confirmed!!!
 
Anyone heard him slip a Pacific in before he said PanAsian Cooperative?
 
I hope Rising is very successful, because this game will probably need two more expansions after this one in order to be complete. There is soooo much missing [fully developed hybridism, way better stations, affinity explorers, something as impacting as the culture vs tourism + public opinion in BNW, etc etc etc].

Diplo capital is like faith, but the agreements are not like religion - which imo was damn cool. Probably can't have anything like space-religion or some players [both atheist and religious] will frown upon it... but yes, the more little systems to give us what to do, the better.
 
We saw them during the Stream last week too, but I like the Eye Icon for stealthed units.

This also means:

Illuminati confirmed!!!
Illuminati CONFIRMED! ITS EVERYWHERE!!!:lol:

I hope Rising is very successful, because this game will probably need two more expansions after this one in order to be complete. There is soooo much missing [fully developed hybridism, way better stations, affinity explorers, something as impacting as the culture vs tourism + public opinion in BNW, etc etc etc].
I Hope Rising is successful, but I don't think it will need 2 more expansions to be complete, another expansion plus a few big game changing patches (like the fall patches of civ V)
should make Complete.
 
The diplo text from the AI leaders is a lot better. There seems to be much more variety. Each leader had different text in response to Dave building the Gene Vault. And the intro texts when he first met the leaders was much more distinct to the sponsor's background. :goodjob:
 
He just said that auto-workers [and thus the AI controlled faction, I hope] were fixed and won't spam terrascapes anymore.

I hope that also means they won't spam domes either, or just bug out and not do anything.

If true, that's considerably good news.
 
Can someone please share a link to the video? The original link no longer works and Google didn't help me... :(
 
A note for DefiantMars:

Agreements:

Orbital Cooperation
+1 Orbital Coverage over stations
(not sure, but I believe this goes with Aspirational)

Reusable Vehicles
Each Orbital Unit built reduces the Production cost of future Orbital Units by 1%
(not sure, but I believe this goes with Spacefaring)
 
We also got the tooltip for an alliance

Allied
New agreements are available and previous agreements are more effective
Trade between factions is more effective
If one faction goes to war, the other faction automatically goes to war
 
Looks really good from what I've seen so far. As I thought cities are even tougher to attack due to traits/ agreements though :rolleyes:

Also, AI seems really passiv eand too 'nice.' It would be good if you were fighting half the civs and making deals with the other half. They keep talking about how the player can 'manipulate the ai' to get what he wants. But less predictability can be a good thing sometimes :crazyeye:
 
Looks really good from what I've seen so far. As I thought cities are even tougher to attack due to traits/ agreements though :rolleyes:

Also, AI seems really passiv eand too 'nice.' It would be good if you were fighting half the civs and making deals with the other half. They keep talking about how the player can 'manipulate the ai' to get what he wants. But less predictability can be a good thing sometimes :crazyeye:

Valid thing to hope for, but keep in mind that some of the passivity might be a product of difficulty - in Quill18's NSA preview Let's Play, the AI essentially did nothing, but it was on the lowest difficulty possible, so...
 
Also, AI seems really passiv eand too 'nice.' It would be good if you were fighting half the civs and making deals with the other half. They keep talking about how the player can 'manipulate the ai' to get what he wants. But less predictability can be a good thing sometimes :crazyeye:

Passive games are boring but I also don't like games where the AI is constantly backstabbing you. I've played civ5 games that were basically non stop wars, I'd be fighting off two AI neighbors at the same time and as soon as one made peace, 5 turns later another AI would attack me. That is no fun either.
 
We also got the tooltip for an alliance

Allied
New agreements are available and previous agreements are more effective
Trade between factions is more effective
If one faction goes to war, the other faction automatically goes to war

Yikes. Be careful who you make alliances with.
 
Passive games are boring but I also don't like games where the AI is constantly backstabbing you. I've played civ5 games that were basically non stop wars, I'd be fighting off two AI neighbours at the same time and as soon as one made peace, 5 turns later another AI would attack me. That is no fun either.

I don't like back-stabbers either but alliances shouldn't be 100% reliable every game either.. A shift from allied to cooperating to neutral and then war seems fair enough, provided it doesn't happen in a just a few turns.

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Perhaps there should be more / harsher negative modifiers for when you do things the AI doesn't like. An aggressive AI option in the seeding menu like in civ 4 would be a nice feature. It would make it harder to get positive relationship modifiers in diplomacy.
 
Yikes. Be careful who you make alliances with.

Yep, and it works both ways. The AI could drag the player into a war but the human player could also use it to drag an AI into a war. The mechanic allows for some nasty world wars. Imagine if A and B are allies and B and C are allies and D and E are allies, then if A,B or C ever DoW against D or E then automatically A,B and C will be at war with D and E. It could make for some exciting games. I imagine it might also encourage civs to form alliances. If A and B join an alliance then C might get nervous that A and B are planning a joint attack so C might either try to join A or B in an alliance or try to ally with D to have someone to protect him.

I do wonder how making peace will work with alliance. If I make peace and the others don't, then presumably my alliance would force me back into the war. Will all sides get a chance to agree to a peace at once? At least, I hope this new mechanic will fix the bug of perpetual war when 2 AIs DoW you.
 
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