yeah this is needed badly, but i am sure stardock probably already has a fix in the works, atleast for 1.0.
Stmorpheus
actually i like the lack of gildars as it is. before you got way to much. if you are hiring 4 npcs before turn 10 then you have way to much money in my opinion.
yes, i have a similar problem with the end turn button becoming grayed out and not allowing me to end my turn. actually i think its letting me end my turn but its hanging or something and then it becomes grayed out. and i can't press it. this did not happen in 3b just to let you know. i have never seen this bug.
yep i vote Amazing! thanks guys(and gals).
i agree that we definitely shouldn't use the overland speed for anything combat related. my money is on action point cost to do things, like move, attack etc. i really don't want a base amount for everything, like attacking no matter the circumstances costs 1 point. or moving will always cost you 2. each combat action should cost something different. like the game jagged alliance 2(one may have had it, haven't played it). actions during combat
i agree as well, in tac combat there is not enough information that is easily accessible. this is important, especially to speed up multiplayer.
i agree as well, not sure if it can be implemented this late in the game, but it would be nice.
so...basically you will get a small amount of those resources, and with the tech upgrades you will just start getting more? be careful how you implement this, it could work pretty well but may take some important strategic choices out of the players hands. i defer my criticism to your expertise.
i like spitz take on AP, it is similar to my own idea of it posted earlier. if you keep the base combat speed the same and have it unaltered then have things(weapons, armor, spells etc) modify that AS you use your attack, move, cast commands this would be very deep. as far as keeping it simple, simply have a small screen that shows how many you have left for each action, attack, cast, move etc.
i believe that your action points should remain a base amount, HOWEVER i think that weapons, armor, spells and other modifiers come into effect as you use them . this means that equipping a sword that gives you a bonus to your combat speed DOES NOT change your combat speed. but when you attack it requires more or less combat speed to attack based on positives and negatives. example. <spa
i really like the AP system. its a tried and true system that has the ability to be deep. it just has to be balanced. for instance alot of people concerns here can be addressed by balancing example people are worried that archers will be able to shoot alot. well pulling back a bow and taking aim takes alot longer than swinging a sword. so you would have an AP penalty on the archers FOR
yeah i like these ideas, the only thing would be that when you gain a level you only get 1 stat point increase. having to divide your casting ability plus the other abilities might make it a bit difficult(i do prefer less to more tho, hard choices are always more fun than easy ones). however, i really like these ideas ESPECIALLY the ability to use essence as a diplomatic resource. very unique idea! <span style="fo
yes i agree with this, you shouldn't get instant control. it should be won over time as you quell the masses. as your influence grows then you get the associated resources as the influence ring takes over it. good idea!
essence has been one of the most controversial topics since the beginning of the beta. honestly i like where its at now, but i think it needs to be tweaked a bit. first of all the 1 to 1 ratio of essence to mana should be changed to 2 or 3 mana points to each essence point and reduce the starting amount of essence to 5. this would give you starting out mana of 10 or 15. this would allow you to cas
yep this will give cities an interesting look, and will immediately show whats been cast on it.
i don't know...i understand that yes its a bit unrealistic, but is it totally destroying your ability to suspend you disbelief? i'm not sure its good for the game to make your sovereign stay at home to just bang it out with his wife to get some kids.
yeah, i like the idea of holding an enemy resource hostage. this could make an engineer unit viable again, of course he wouldn't actually build anything just take control of resources and improvements outside the city walls.
well i love where this is going, you guys have really changed the game for the better with the new economy. i do have a couple of caveats though... 1. i understand the need to speed up combat, but don't make it so fast that you get stuff so quick that i don't have time to use it. i don't want to get a dagger only to have a sword in 10 turns, then a magic sword ten more turns later. each time you g
i love dragonlance(i own and have read many of the books), so i would love to see it as a mod.
well if you build a guild improvement it gives you access to a special unit. heroes tech spawns stronger heroes out in the world for you to hire. titans must be a empires tech, i have no clue there. i haven;t used empires just yet. its probably the same as heroes tech, but an empires version.
wow alot of supporters here! maybe the devs will take note. when we first got access to the special units, it always made me wonder why have stagnant units that cannot grow. it just makes them useless at higher levels. if this is to time consuming to get done, then i hope they will atleast make these units template units that you can outfit yourself. however i still hold out hope for special equipment then can equip for the same ab
the scheduled day for patches are thursday, but i wouldn't be surprised to see it get pushed back to friday.
well the idea is that the improvements that are built are sort of a training or school facility. it would prob be hard to make units that have a special kit be built in the founding city. originally i thought that it would be best if the training centers were only a one per faction kind of building. however, i think that have multiple buildings would be best suited for the strategy aspect. it would be better if the improvements could be
another issue i have with the specialized units is one of continuity. even if you don't have the ability to make metal armors, the dungeon master units come with metal armor. its not a major gripe, but to me it shows weakness to the current concept. i can research the dungeon master guild, and create them, but i might still only have cloth armor.
i like the specialized units, but i think the approach in the game could use a different implementation. i propose a new take, that in my mind would mainly be a programming change, and would require few if any new art assets(there are already some in the game that would do nicely). Currently: the way it is in the game now, you place an improvement in the city and this allows you to buil