Stmorpheus

Stmorpheus

Joined Member # 1776303
52 Posts 535 Replies 563 Reputation

i like this because its a kind of wild card idea. its something that all of the other opponents have no idea about. sort of like if you save your favor up with a god and then an opponent has you up against a wall and thinks they have you beat, BOOM you cash in all those favor points and call forth the ancient behemoth that resides at the center of the world(yeah its like a land kraken). and it goes crazy on the faction you sent it after.

11 Replies 7,166 Views

[quote who="Frogboy" reply="8" id="2678212"] Quoting Stmorpheus, reply 5wait, does this mean that in overland autoresolve battles units won't be using any abilities in the fights? that all auto resolve battles are physical attack back and forth only? if this is true then that's a big negative for auto resolve. No. We mean you don't see them. Auto-resolve just runs tactical battles under the covers with it being AI vs. AI.[/quote] <span style="font-size: smal

42 Replies 96,228 Views

wait, does this mean that in overland autoresolve battles units won't be using any abilities in the fights? that all auto resolve battles are physical attack back and forth only? if this is true then that's a big negative for auto resolve.

42 Replies 96,228 Views

i like this for the most part, but not for shards. mainly because its an important strategic resource that should be fought over. considering that so far i haven't seen a spell that needs more than 1 of the same type of shard, it seems pointless.

1 Replies 4,035 Views

i like what is see here, but one problem i have is that TO much is happening to fast. i am not sure if this is something that will get fixed in the post beta cleanup, but i think you get magic WAY to fast. i have almost all the spells within the first hundred or so turns. to me this makes magic feel cheap and not special. i understand that i can get volcano very quickly but can't use it unless i have the shards, but it still makes me fee

70 Replies 198,018 Views

yeah i agree something needs to be done to make this more interesting. either hide them from the players that can't access them, or give more interesting reasons why you can't go in. and make it apparent on the overhead map so that you don't waste time walking over to it.

14 Replies 1,453 Views

ok i know that this has been brought up a few times, but i think this could be an interesting game mechanic. i think that this could be implemented by having a set number of deities, good, evil, neutral. the way it would work would be you make offerings to them, or do something for them(special quests, declare war on a certain faction etc.) and you gain favor points. this points can be spent for certain

11 Replies 7,166 Views

i think arrows are overpowered as is. i think that this can be solved by either decreasing damage or accuracy. we should be able to let loose a volley of arrows, but it should be augmented by terrain. if you are on high ground and firing into a valley then sure you should get big bonuses. firing into a forest however should give you big range penalties. you could give units with projectiles

30 Replies 63,730 Views

look, i think that whatever the story calls for is what should be used. not everything has to appeal to everyone, and not everything has to make everybody feel comfortable. sometimes a story, setting or whatever is not fair or equal or stuff like that. if people are refered to the races of men then so be it. maybe the historians in the game thought women were lesser creatures and lifted men to a higher ideal. there is nothing wrong

78 Replies 154,701 Views

well the thing is, is that the game already has terrain bonuses, and it works for units that stand on them. it just doesn't seem to work with units that are stationed in a city while on top of specific terrain. i want to build acropolises, and tree villages like the ewoks lol!

2 Replies 3,886 Views

i am not sure if stardock is planning on implementing this, or if they already have and its just a bug that it doesn't work. when i place a city in a hill i notice that it doesn't give the hills bonus to the guards stationed in the city. now it may be doing this and i don't see it, but i think that this is not in the game. so... i propose that cities pass on the terrain bonuses(and negatives as well) to

2 Replies 3,886 Views

i think that they should expand as well, BUT only by taking settlements. this way they can't go out and build on their own but they can build up a powerbase by taking other cities and expand on them. or maybe make it so that they can't build any improvements, but will target specific settlements that have what they need(food, materials etc.)

63 Replies 223,488 Views

well Tasunke i think that what he is saying is that the empires are an extreme example of Darwinism. sort of only the strong survive. so the leader of the empires would be considered the greatest person, or the most powerful, probably mainly through conquest of others. i could be very wrong in this though, its just what i get out of it.

332 Replies 835,173 Views

well i don't really know exactly how things are gonna work out but for you guys with questions i imagine that it will play out like this. edpfister - i am assuming that all enchantments won't be the same. if your essence = how many

332 Replies 835,173 Views

is there gonna be a way to watch the tactical battles without participating. i like to play the battles, but sometimes i just want to watch them play out.

332 Replies 835,173 Views

This is perfect! i love every aspect of these ideas. amazing! as far the that protect spell goes, that should be very expensive and require a few essence reserve points. i hope that you have cheaper protect spells that protect against certain elements. gotta subdivide that! while fighting in the city will you actually be fighting int he

332 Replies 835,173 Views

personally i think that NPC's could be simply made with an alignment stat. it could be simple: good: paladins are an example. can be hired by good alignment, or neutral but never evil. neutral: mercenaries are an example. can be hired by anybody with enough cash. Evil: necromancers are an example. c

79 Replies 222,204 Views

ok, has this happened to anybody? you are next to a creature, you press the end turn button. once the turn is finished processing and the new turn begins you are prompted to choose something from the research tree. at the same time, this creature attacks your unit. its all happening BEHIND the research screen. now this annoys the HELL out of me. i am not sure its some kind of bug, but its bu

0 Replies 2,754 Views