i wonder if there will be spells that actually CREATE resources? such as a wheat field, or fertile land tile, mines and what not. that would help in the long run with the resource problems i think. this way with high level magic you could create all the resources you want.
Stmorpheus
i wonder if the engine allows for upgrading in the same tile? such as adding say a Chicken house to a farm tile. what i am saying is to basically add an improvement to a tile that has already been placed. this would in turn improve the tiles output without actually using any more space up. i guess you would swap whats there in memory for a different tile. should be easy enough, assuming this
problem is, if you look close enough you will see the roads passing right through buildings. on one of my games, it passed right through a house.
yeah i like the idea of capturing creatures and bending them to my will. i want a genetics algorithm, so that i can cross spiders with bone ogres to get bone spider ogres! i would then set them loose on my foes!
[quote who="Sanati" reply="13" id="2651495"]There is going to be an adventuring research tree, I'm sure that's going to have a big impact on adventuring. Quoting Raven X, reply 9Also I've noticed wandering NPC's can pick up goody huts. If they can do that then I expect them to have what-ever loot that was if I hire them or kill them to take the loot. They do not, and it does suck. Personally I think if we kill an adventurer we should be able to loot everything they had e
Yeah that's it! but instead of CTRL its SHIFT. thanks!
ok, what about this. is it possible to allow sub buildings? example: i build a farm on a tile. i then click the farm and at the bottom of the screen where the various buildings you can build were, a new screen shows IMPROVEMENTS to the farm tile you have selected. now when you click say "Grain silo" around the farm(or maybe all farms) the green boxes appear. allowing you to place the u
yeah i notice that something is a little off with the combat ratings. i have attacked a bone ogre with i think 150 combat rating, and my army with a 250 combat rating and i got decimated. he still had 80 something hit points afterward(started with a hundred and something HP ).
well i assume that since we can't research adventuring the quests are the very simple 0th level quests. when you research the adventuring more complex and rewarding quests will pop up.
[quote who="BoogieBac" reply="3" id="2651160"]IIRC Ctrl+Scroll Whell does the rotation thing (when placing an improvement).[/quote] oh lol! i had no idea. will have to try that out when i play again.
would it be possible to include little flags on the naval units(if this is true already then chalk it up to me not using naval units yet) that depict which faction they belong to? like how pirates have the skull and crossbones flag. i know it would be small proportionately, but when the units are larger it would show off nicely. Rare resource/place whatever etc - Fountain of youth
they do build up a road. although i haven't tested if its faster for armies to move on it or not.
this is a known bug, the devs know. i am sure they are working on it.
can any of you guys think of a simple way to make the cities look more appealing? here is my idea. how about with the press of a button allow you to rotate a tile before placing it? this way you can orient it however you want. since a tile is square, maybe allow it to face one of four directions. this way you can have houses face each other. that would look better to me i think. <
[quote who="Sareln" reply="1" id="2650370"]A possible tweak to outposts is to have the produce resources, but have to carry them back to the city before they're added to the pool. Obviously this means you can't pioneer non-stream resources (like food). This would be an automatic route, like the caravans, and produce a road, as the caravans do. This will lead to more roads, but gives a good graphical representation of where resources are going. Naturally, we would
i am in the "make it more complicated" camp. this is a PC game and a strategy game, i want it to have as much depth as possible. i like the idea of adjacency and merging. it would be nice if they included a city manager that could take over some of these tasks for the people that doesn't want so much complication. I do agree that more balancing is necessary to alleviate the current problems people
yeah this is a well known bug. it was in beta 1 as well. the devs know about it, i guess they are working on it.
yeah i fully endorse this idea. i really like the randomness and didn't want to give it up, but this way it makes more sense and is still random(its even MORE random mwahahaha!).
well, i think that they should implement a city governor, that works kinda like the GalCiv2 starbase autobuild function . you can give it parameters and it builds itself automatically. like for instance. defense level - none, low, moderate, high, very high. this would tell the governor to build a certain amount of units
i want to micro manage my cities to a certain degree. i don't think this is to much micro anyways, there should be some level of strategy on how you build your city. i don't want the game to be all about city building, but i would like it to be a bit deeper than it currently is.
ok, the devs have asked for adjacent tile ideas here are some. Irrigation channel - this tile is placed next to a farm, which increases its output by X. Work Camp - this is a universal tile that can be placed next to mines, lumber yards, and farms or other harvestable resource. it increases the output by X, gives Y housing, but lowers prestig
Excellent, i gotta rack my brain for new ideas!
i actually really like the random research. i understand its a bit strange, but remember your not inventing this stuff, your rediscovering it. they have said before that they will be secretly adding in rare techs without telling us so that we can truly discover some unique things. this is a fresh idea and i can overlook a little bit of oddity in the value of things. keep in mind that there
there was a bug in beta 1 where if you built a party, or squad or whatnot, after a while inexplicably you could build a multi person unit(party, squad etc.) but it only registers as a single person. the upkeep would go up, but nothing else would. this is also in beta 2. anybody else notice this? its like at first it works fine, and then for no reason it seems it stops working, and even though you
yeah i endorse this idea. i would feel much more kingly if i could order people around. [e digicons]:grin:[/e]