Those are exactly my sentiments. It's a good game. A solid game. I just don't want to play it any more now that I'm through the campaign. Some say that the whole "rushing and getting rushed" theme in the campaign would be to prepare me for multiplayer games but umm... why would I want that? IMO it was a neat way to skimp on deeper mission design because it's easier to chase the player around with overwhelming forces so he can only choose the one path</e
Gazz_
It's a lot simpler. Replace all squares with tetragons. That should finally please everybody. [quote who="Goldmos" reply="27" id="2785776"]Well, sorry for my english, I'm a French speaking person but, like the thread said, it should be a resquest so I formulate it like a request .But you catch the joke . I love the "They will hug a lot but never actually get it on so there will be no offspring". [/quote] Chill. I've just been meaner to the poor emo vamps. =P
[quote who="GaelicVigil" reply="29" id="2785977"]A "computer" game will not run without a "computer". A computer game (at least since pong) will not run with some sort of operating system architecture. A computer game will run without Impulse. [/quote] A computer game will run without an internet browser. You can not buy (and therefore not run) a game from GOG without an in
Tiny buttons, oh the lovely tiny buttons... [quote quoting="post"]-Put minimap on bottom left where it belongs [/quote] you can move some of the display windows around...
That all sounds more like a global... stock market. Material down 12! Buy buy buy! As Darvin3 said, material isn't properly integrated into the game. It simply stops being any factor whatsoever in the first 50 turns or so. Metal can go the same route if you find a few mines. Gold is usually the sole limiting factor in the game because you can (are expected to?) invest insane amounts of that into champ equipment and army upkeep is paid in gold only. I think the w
Karma junkies. LOL! Come on kid! The first one's free!
It's probably a bit too much on the abstract side to integrate well with the game. So what you're saying is that your "party" would be unavailable for an undetermined number of turns? Like... Then maybe return with "stuff" ? That could actually work with the "dungeons" some want to see. In game terms it would be coded as a quest but it w
Heh. You mean that the opinion of developers, who generelly don't play "a lot of turns", should be less worthy than that of some 10 year old with too much time on his hand? That's an interesting approach.
You have to research the ability to raze a city. (no joke) Also, try pressing X with a city targeted.
It's a matter of wording. With the current "resist" I mean how the element would be resisted. What you mean is what the element is vulnerable to. Multi-School spells or other books might be interesting but again, that needs a proper design, not just the opinion that it would be cool. For starters, what resist does a forest or steam spell check against? [quote who="Redwind85" reply="38" id="2785435"]it would play out the elements against each other more - so when you a w
[quote who="jshores" reply="18" id="2773340"]I spent that summer and much of the fall working at a machine shop saving up money for a computer. I saved up ~1600 dollars all in 5s, 10s and 20 dollar bills. I took a stack of money over 6 inches high to the local computer store and bought my first "real" computer [/quote] With stubborn determination like that it's not surprising that you made a career somewhere . =P
[quote who="Bellack" reply="126" id="2785344"]Actully that is not a bad idea. It of coarse would be concedered "evil" to "good" factions in the game thus give a Penalty to dipomance with them but give a bonus when dealing with other slave stats. And I do like your caravan idea for slave states. Shipping slaves around from city to city. The slaves could come from captured cities (when capturing a city you should get several options on of which is to enslave the populatio
- New resource tile: Ganja. If tapped it eliminates unrest in the city but slightly reduces productivity. [quote who="Goldmos" reply="23" id="2785416"]-New Unit: Vampire. They should sparkle in the day ligth and can be involved in a relationship with your spouse. You turn then into a werewolf.[/quote] Don't you mean: - New Unit: Vampire. They sparkle in daylight and can be involved in a relationship with your spouse. They will hug a lot but never actually get
Earth Spell: Volcano - strategical Volcano erupts in the target square. It also creates a special Magma Elemental that automatically turns every square it "walks" on into magma. So at 1 square per turn you get to steer the magma flow into... whatever your enemy does not want you to steer it into. Got to prevent movement buffs and regular heal spells affecting this unit - possibly make
Juggernaut / Avalance (still looking for a decent name for it. Something earthly, implying increase or momentum) Earth Elemental... effect This is a powerful ability so it would only work with strategically summoned "greater elementals". Being able to tactically chain-summon throwaway elementals just as a vessel for the superbuff could be too nasty. This is a spell - not an ability of the elemental - that must be channeled.<br
Item enchantment would be closely related to the Proc topic but I have no idea which particular "items idea" you are referring to. All essence transfer spells will possibly become pointless once mana becomes a global resource so I wouldn't waste too much time on that. The game Sacrifice had an interesting Death spell. You would summon Death (the man himself, scythe and all) who would decimate your enemy in short order. Just make sure h
[quote who="arstal" reply="121" id="2784974"]Possible side effect: fewer cities= fewer caravans= fewer roads. I can see potentially having to up caravan limits.[/quote] Uhh, no. With the specialist system you can have multiple food producing buildings in "the" city with the major food production.
Well, see the sections about the Life/Death books. It's not an element so why should it need an elemental shard? No shoehornering needed when you can simply invent another (more fitting!) progression and turn Life/Death into "real" schools of magic instead of just being the catch-all generic book. Still plenty of holes in my list. Noone else got anything useful? = ) For water I'm thinking along the lines of evasion (dodge), surrounding, suffo
[quote who="Raven X" reply="148" id="2781556"]I'm going to start adding a time-stamp when I do updates now as well.[/quote] No worries. Rather keep it simple.
Yes. Elemental champions have no personal spells they can know. The 127 is an old (and somewhat funny) MoM bug where some heroes have spells that they cannot cast.
I don't mind including more (or better = ) ideas but like with nikmesh's death spells, I will add a link with a brief synopsis rather than copying mighty walls of text into the "main document". Besides, that way he can still edit and refine the spells if he comes up with more details or better ways... for instance I could imagine this special damage being a debuff that lasts X turns and reduces the unit's MaxHP stat by 3. When the buff wears off or is dis
Oh, a lot of ideas will be there. I have quite a few on my own but plan to steal any idea that isn't nailed down. It's still frightfully messy because I unceremoneously dumped things in their folders...
Development of channelers / champions . Specialisation: At level 3 a channeler can pick a book specialisation, reducing mana cost of those spells by 10% and increasing the target's vulnerability to those spells by 10 %. At level 5 the channeler can pick a secondary specialisation with 5% / 5%. <br /
Buildings that modify magic / spellcasting . Summoning Circle: Level 1 city improvement. Not expensive but 1 per faction. Decrease summoning cost when summoning in this city, no matter if the summon actually required the circle? May be required to summon powerful cre
Cross-school mechanics and spells . Sounds cool and has been suggested planty of times but how do they work ? Which resist do they check against? The easiest solution: get the average of all included resists. Such combo spells would be very reliable since few critters have exceptional resists to everything... and very boring. Lots of posts abou