The "passengers are just cargo" is the most common system used because it's obviously the most simple way. MoM did it that way, too. The "tactical boarding battle" has been in Ultima 3 (1983) already. Not a new idea. =P I'm wondering what the engine can do. If it can spawn a tactical battle from the strategic map, can it spawn a tactical battle (boarding) from a tactical sea battle?
Gazz_
b ) Seek professional help. I'd be curious how naval combat would work. It's unlikely that the ground combat rules would do a very good job there. Catapults, ballistae, even rams. Fire as a two-edged sword. Magic. Water and Air could be especially useful there. Well, and Fire. As usual. =P A limited number of troops could fire bows from deck, the rest would have to wait for... the boarding. Did I mention.... ARRRRR! Ah, and on th
Right now there is practically nothing that I could list as "positive without any need of improvement". However, I'll try hard not to create another wishlist post. =P [quote who="alphonse101elric" reply="19" id="2810645"]One of my favorite parts is the cloth map mode (since I have to play the game in that mode for my computer to run it). I think that needs a lot of love, to be honest. Part of it is that it is hard to tell around mountains and shoreline where the terrai
208 A.C. Emperor Gazz mispronounces a syllable in the Spell of Making, resetting the clock back to 0 B.C. Oops.
That would be a bind / anchor spell to "remember" one or several locations for a caster. Number of locations to be very limited (to avoid the mad rabbit hopping) but could possibly be increased with high INT. The Summoning Circle (one per faction) should also be a valid destination on top of that to give casters a little flexibility there and you really need a Get-Outta-Dodge spell if teleporting is an option at all.
While I agree with you in principle, I disagree with a lot you say. =P I agree, for instance, that mana cost is not a smart way to balance Teleport. The Teleport "nerf" of 15 mana only set it to the cost of Group Teleport because the single teleport was bugged and functioned like group teleport. 4X games are also very unsuited to scaling a feature of immense strategical value to any kind of "cost" because 4X games are all about growing the empire and taking t
New additions: Possible downside to Teleport, applicable to all teleports or only to those allowes to teleport into enemy territory: The teleport spell - while powerful indeed - leaves a visible trace on the strategic map. This translates into a series of small scale Earth Lore spells (1 turn duration), allowing every player in the game to see the area. Coupled with teleport travel taking several turns, the enemy would have a chance to prepare and you would pay
One missing point is "Promises". The entire scripting system is still not implemented.
Come to think of it - what happens when you cast the Spell of Mastery in WoM? What if you fumble the cast? Great cataclysm all over again?
Would a higher spell damage (through INT) not automatically achieve that result without introducing an entirely new system?
We can't solve problems by using the same kind of thinking we used when we created them. - Albert Einstein If the scaling of a^b^c created the problems, it might just have been done the wrong way . Taking an axe to hack it off might be overreacting. That INT plays a role in spellcasting is pretty stylish and I think it should stay in - just not in the limitless way it uses now. There should be a point in the life of a low level spell where it jus
See the bright side! (omg I'm so bad) If they do sparkle, we can kill them. Blow them up, hack them to pieces, then blow up the pieces. All of them. Won't that be grand? Gawd I'll have to head over to the Blizzard forums to campaign for sparkling vampire opponents. Anyone else coming? =P Important edit: My glass is empty but I'm still entirely too sober. Mo' rum!
[quote who="Kestral2040" reply="77" id="2807596"]honestly I would like to re-evaluate how a lot of stats work. The idea behind the static spell damage is both simplification for users along with scaling issues. The problem being that as you get more and more powerful spells the modifiers would get out of control. Either that or there wouldn't be a feeling of sufficiently improved spells from one rank to the next. The problem you are talking about could be fixed if STR
[quote who="Aractain" reply="53" id="2807361"]The top one is like sooo EMO, its not cool and dark like Diablo 2 its just "black and white emo drawing from some emo girl".[/quote] D2 had the advantage of having crappy resolution so you would imagine the graphics to look the way you want. =P Me, I'd rather take the emo goth look over Teletubby World. Besides, the true test of emo will be if the demons sparkle in sunlight or not.
[quote who="Annatar11" reply="65" id="2807366"]Static spell damage is going to break the magic system even more, despite whatever other changes are made to it.[/quote] Much to the contrary. It was already been said that INT will determine which spells the caster will have access to so the high-int casters get the big guns. The only change (and that's a good one) is that you can't just stop researching spells when you have the one damage spell you'll ever want to use. You will
[quote who="SinVraal" reply="49" id="2807280"]Please take a look at the upcoming DLC for CiV. An extra leaderhead and two unique units for "just" 5 $? Buy four (nations) more and you're up to the price for an expansion pack just without extra content.[/quote] I said I was okay with "DLC", not with being ripped off. That's something entirely different. =P
"Story" is not a bad thing but in the current WOM, it just doesn't exist . The entire story of WOM: Here you have this sovereign and an empty map. Go conquer the world. .....and they lived happily forever after. If SD wants to integrate the lore into the game it must not be one button to "Click Galactic Libramon to receive lore". For instance, a researched tech breakthrough doesn't have to be
[quote who="Kestral2040" reply="5" id="2806709"]Quoting docbates7, reply 2Toby - sounds great. are the specialists going to be a "global" resource ala the rest of the resources or are they city specific? global, people do move don't they? [/quote] If "people just move whereever needed", population growth of a particular city would be irrelevant because every city could be balanced on the fly to house the desired portion of your empire's specialists. Tha
You could recreate it on the Jagged Alliance 2 engine? Would just look a bit odd when your unicorn riders would be rapelling down from a chopper... Actually... consider that a contribution. Replace chopper with floating island or so... Floating islands could only be built on patches of confused earth. A spin doctor would be required to fly the new island by convincing the earth that it's lighter than air.
Man, stop posting "who you really are"! It only messes with my carefully fabricated assumptions of who you are. =P
[quote who="KillzEmAllGod" reply="83" id="2806531"]i think i should just copy the source code of MoM or AoWs... but i guess ideas would be better[/quote] Why not copy both? That's bound to work twice as well! For real magic suggestions (such as on the death book ) try this one. <a id="ctl00__Content__RepeaterReplies_ctl04__LinkUser" class="hand" title="Click user name to view more optio
I'm cool with potential DLC provided the base game is fully playable without, such as no critical skills being "extra cash only". Added content - sure thing. There's no difference to an expansion there except for the name. Who cares what the level number will be? It could be 20 and work just fine. D&D games typically had a max level of 10-20. Setting it to 100 wouldn't have made them any better.
He was only saving time by giving the inevitable reply. But basically I agree with his first post. I play the game, not the book.
[quote who="FutileEmotion" reply="23" id="2805900"]- I'm really interested to find out who the first mini boss is - they are always memorable. The Butcher from Diablo 1, Blood Raven from Diablo 2...who's next?[/quote] If the boss does his job - you are! =P And the fact of having boss fights doesn't make the game "like WOW". Much less like a real MMO. =P It's that they are supposed to be heavily scripted events so when it's between 90 and 70 % health you
[quote who="Cruxador" reply="9" id="2805305"]There is then a limited amount of experienced individuals who can be employed in any size unit. It accurately models the situation of rehiring individuals who had previous experience. I agree that it's not the optimal solution, though.[/quote] Yes, of course. But if the XP from those few individual units is spread between their new selves and the newly added recruits, you get the exact same average as if you had "dumped their XP into t