Search found 11 matches

by MoLAoS
Thu Mar 20, 2014 6:44 am
Forum: The Tilted Mill
Topic: Hey, how are things at Tilted Mill?
Replies: 9
Views: 5338

"Herodotus" wrote:No one here but us chickens :D


I walk like a duck and talk like a duck. So I think I'm a duck, not a chicken.
by MoLAoS
Sat Aug 10, 2013 12:31 pm
Forum: The Tilted Mill
Topic: Have an idea, no idea where to start, came to the professionals, asking questions
Replies: 7
Views: 3663

Edit: Actually the best advice I can give you is to read the gamedev career FAQs written by Tom Sloper or to check out gamedev.net which probably has threads and and articles and people that can answer your every question. _____________________________________________________________________________...
by MoLAoS
Sat Aug 03, 2013 10:32 pm
Forum: The Tilted Mill
Topic: You guys alive? :'(
Replies: 9
Views: 4504

When they are ready to give us something, they will. Whining about it won't make much better. What does this have to do with the point in question? You said something, it was clearly dumb. Majority of single or two man indie teams have tons of community interaction. TM is making A CHOICE not to do ...
by MoLAoS
Tue May 14, 2013 1:30 pm
Forum: Gameplay Suggestions
Topic: How about Mythical Creatures?
Replies: 13
Views: 3222

If I ever get my work done on my current project there will be plenty of questing, fighting and mything for everyone. And then you can let Tilted Mill stick to the kinds of games they want to make and are really, really good at making. Too much magic would spoil the purpose of Tilted Mill games, whi...
by MoLAoS
Mon Dec 31, 2012 9:57 am
Forum: Gameplay Suggestions
Topic: Encourage Innovation
Replies: 32
Views: 5747

While any system can ultimately be solved adding certain kinds of complexity can at least make the push longer. If we follow a mastery model of gaming then extending the window is good for fun.
by MoLAoS
Mon Dec 31, 2012 1:43 am
Forum: Gameplay Suggestions
Topic: Encourage Innovation
Replies: 32
Views: 5747

I think the shortest way to say it is, if you want the game to force you to build more thematically correct cities, as opposed to doing as Panther said and CHOOSING to do it for personal reasons, you need to find out why the cities of that period were made the way they were and replicate those condi...
by MoLAoS
Sun Dec 30, 2012 8:21 pm
Forum: Gameplay Suggestions
Topic: Encourage Innovation
Replies: 32
Views: 5747

The real problem is that city builder cities tend to model more modern planned cities because you as the player are literally the planner of all things. The variety in real cities tends to be caused by the human beings in those cities and their own individuality as well as financial restrictions. Ci...
by MoLAoS
Mon Dec 17, 2012 1:04 am
Forum: Gameplay Suggestions
Topic: Some medieval occupations
Replies: 15
Views: 11354

This is quite and extensive and detailed list. I'll probably use this in some of my own projects.

Good work Keith.
by MoLAoS
Sun Dec 09, 2012 10:10 am
Forum: Gameplay Suggestions
Topic: Walker suggestions and other ideas
Replies: 70
Views: 8586

Did you guys not abuse gates and roadblocks properly? In Emperor my market lady always did exactly as I desired.
by MoLAoS
Tue Dec 04, 2012 7:10 pm
Forum: Gameplay Suggestions
Topic: Walker suggestions and other ideas
Replies: 70
Views: 8586

Wouldn't it be possible to allow the players to decide on the system they like? All houses have to be attacked to a road, so you could have the AI check road sections which would hold data on recent service unit activity. A unit would head for the section of houses most in need of its services. If p...
by MoLAoS
Thu Nov 01, 2012 5:00 pm
Forum: Gameplay Suggestions
Topic: Crop Fields
Replies: 5
Views: 1205

I agree so much. I LOVED the Emperor Crop system.

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