as far as enchantments go. yeah its overpowered as is. i like the enchantment slots as long as each city has its own enchantment slots. each city should have an enchantment slot area. there should be one for global enchantments as well. there should be improvements that can be built that hold enchantments in ci
Stmorpheus
yeah they are just a decoration.
ha ha i am not worried either. i remember being surprised when in galciv 2 i tried the old build up a huge force outside an enemies gate, then declare war and attack them unawares. well needless to say they saw what i was doing called me on it, then went to war with me before i had the chance to complete my strategy.
hmmm very cool. i haven't come across this yet. i like it!
yeah i would recommend the devs to create several of each kind of tile. when the spell is cast, it puts down randomly a tile. maybe even have merging ability so that the tiles could merge together or something.
i agree with this, this way it would scale on the different size maps. on larger maps there may be 5 or more shards each, on smaller there may only be 1 each. this way instead of trying to balance powerful spells based on needed required shards, you get a near infinite ability to increase power through HAVING more shards.
i agree as well with whats being said. i love the concept of essence being a powerful resource, but it should be separate from max mana. then again if instead of a 1 to 1 ratio it was more like 5 or 10 to one, i find that acceptable. i think shards should only be required fro very powerful magic. if you have 1 shard you can do amazing things, get 2 and it should scare the hell out of your opponent
Game crashed to desktop after pressing the end turn button. Dxdiag Dump Zip <a href="http://68.59.253.233:1919/El
yeah i suppose. i dunno... i cast that mushroom spell and i was hoping for some kind of affect or something from it. even if it was 1 prestige. i still think they should have some sort mini effect.
well after playing some of the new beta, i have to say i don't care much for the cosmetic spells. i think they are fluff, and i don't see why anybody would waste any spell points on them. i personally think they should be redone with some sort of strategic element. mushrooms - this could be some sort of poison cloud mushroom patch that you could use around your cities. passing through it would cause uni
for some reason at random, my cities disappear. now this was also happening in beta 2a as well. everything is fine at first, then for some odd reason my cities disappear. i have to restart the game for them to reappear. my area of influence outline is still there, and i can see smoke rising up from invisible chimneys. i have the newest graphics drivers from ATI as well. still a no go. here a
i don't know, i don't really see the need for upkeep. the way i look at it is that once the magic is put into an effect then it resides there. i think however magic that affects the overland map should have very high costs. think of it as making magic the sort of life force for an effect. for stuff like raising and lowering land, once that is done then no more magic is needed. for creating life, or doing something that's gonna requ
Excellent read, nearly every concern i have is on this page. good to know it will be given attention.
yeah, a monster AI faction shouldn't be to hard to create. they would be very rudimentary. Considering that they would only have respawn rate, target acquisition, maybe a couple other parameters involved. i am hoping the devs let us hook up our own AI to their existing code.
hmmm i dunno, i kinda like the idea of caravan squads. this way you could create small, medium, and large caravans. you could only have 1 going from town to town, but if you want more money and resources then you could create the bigger caravans. these would be crazy expensive, so you would have to protect them.
i am hoping we could at the very least mod some of this stuff in if its not in the game already. i want the standard RPG sterotypical necromancer that makes an army of the undead and tried to take over my cities. i also want to be raided by giants. maybe the tile editor will allow you to create your own monster lairs and assign them an AI type. that would be good.
yeah i concur, something is needed to show you where each quest goes next. maybe they will put it in the hud they are working on.
... fivetuple post or whatever. this is getting ridiculous.
ACK! quadruple post wtf!?! is this even possible?
triple post lol! forum rezed then died again i guess.
double post. forum death.
yeah, because monsters tend to attack people. you would think that a group of trolls might want to attack a settlement and run off with some people to have for dinner every now and then. after all, if the world has gone to hell in a hand basket then food should be scarce for them as well. they should get desperate and attack settlements. this would go along way towards reducing the population of t
i am not sure if monsters band together and attack settlements, but they should if they don't. i liked the fact that you could be playing Master of magic and wandering monsters attacked your villages and killed a bunch of people, tore shit up, and generally caused mayhem. who's with me?
ha ha XeronX, you should realize then, that the fact that your having a hard time wrapping your brain around it is a GOOD thing! that means that your not playing the old tried and true and should offer you an interesting and different take. i have to admit that it has taken me aback as well, but i see that they are trying to create a game that will transcend current and past gameplay styles. i personall
[quote who="Icepick" reply="21" id="2659650"]Need to upgrade your housing? There's a spell for that. Need to make better weapons for your troops? There's a spell for that. Need to summon troops to pound a bone ogre into dust? There's a spell for that. iShard: There's a spell for that™ (coming soon in 4 different flavors)[/quote] lol!