Trojasmic Trojasmic

1.0.9n Beta - Have not seen a lost library in 3 games

1.0.9n Beta - Have not seen a lost library in 3 games

Have they gone away?

13,282 views 35 replies
Reply #26 Top

If it's going to be rare, then it needs to be powerful. 

Reply #27 Top

Then again, modding those <fnord> lost libraries </fnord> and creating mini-libraries... well, it shouldn't be the hardest thing in the world, right?

Reply #28 Top

Quoting Lord, reply 26
If it's going to be rare, then it needs to be powerful. 
End of Lord's quote


I'd say unique rather than powerful.  If bonuses mean too little, then they're no fun.  If they mean too much, the game  can be decided on turn 1.

 

Idea #2: unimproved lost/mini-libraries and arcane temples have to be discovered through the adventure branch, and are only visible to players who have researched the needed tech.  (the way it's done now is really stupid- you can not research at all and benefit just as much as the person who did)  The Improved ones are visible to everyone.

 

 

Reply #29 Top

as i mentioned before.. things like that or notable dungeons should be visible to all (and get rid of nonsense such as spawning it once for every faction that research it)

but stop a side from using/accessing it unless they have researched whatever. heck, people can build around it even if they can't use it to block other sides (that has researched it) from using it!

Reply #30 Top

Unique is  good idea.  That each Lost Library is unique and they provide the opportunity to learn some lost technology or divergent technology track.  Something neat and special like that,

Reply #31 Top

The reason I suggested Creativity was

 

1) It's unique, and something SD knows how to code easily, having done it in GC2.  Nothing else provides creativity in the game.

2) It's logical that a lost library/arcane temple would provide sudden discoveries.

3) It's not overpowered.

 

Having each one be unique and the chance to learn divergent techs- that's nice , but I think that should be with quest/exploration mechanics.  It's also a LOT of effort- and I'm trying to think of things that can be done quickly/easily, as those things are more likely  to end up implemented- in terms of new features/improvements.

 

Save the complicated stuff right now for fixing things that are flat-out stupid in the game.

 

alanebs: that's a decent solution, but I'm not sure if it's logical/makes sense.   why would adventure tech help with using a lost library/arcane temple?  Finding one, obviously.  But using one would , if anything, be a function of magical knowledge/education.

 

 

 

 

Reply #32 Top

well.. doesn't have to be under adventure. just some tech that needs researching to figure out how to use it. where you place the tech doesn't matter all that much.

 

just like they'll have to reword all the related techs to allow exploration of unique dungeons and what not (rather than just discovering them). possible excuses would be... sites under wards, traps, etc and you research how to enter to it... can be 1 tech for each unique dungeon/library/etc too!

Reply #33 Top

Post delete -- New thread created instead.

Reply #34 Top

Looks like 1.9o is going to add a research tech requirement to use these buildings.

 

I don't oppose that, but I think they'll have to be powered up to make up for it.

 

 

Reply #35 Top

I just hope they figure out a way to control the fact you can build as much research as you want. Nothing worse than a system that says "the best way to do something is to build 10 of something, then destroy them and replace them with something better."