Yes. But i hope for spells like teleport away if hp below xx% and cast heal if hp below xx%.
tenchifew
[quote who="BoogieBac" reply="50" id="2528015"]I had actually always planned on having a per-unit loyalty system in the game...where certain spells, items, and actions would have some morality value, and if you start doing things your heroes didn't apporove of (too far from their own morality alignment) they would have a chance of leaving. Then, when you get a band of heroes at your doorstep, coming to stop your plans of domination (ala most RPGs) there's an appropriate (and choice
[quote who="Cauldyth" reply="27" id="2526221"]I wonder why the sov has to be immortal. Why not have his offspring be channelers who can take his place? That would avoid alot of the need for awkward explanations of many topics. A lot of the charm of Master of Magic was that you actually were the channeler. You weren't an invisible hand guiding the empire over countless generations, like in Civ, but you were actually a person in the game. I think that added a lot, and I'm glad Elemental
We are talking very powerful, Populous powerful. Raising volcanoes under enemy cities powerful.
Yet another possibility would being able to really heavily invest magical energy in a city to enhance it. It would work especially well if the source of magical energy would lie with the channeler and not the city buildings. In this case there would be a lot more magical "juice" per city to go around in small empires than in big ones.
Nice assortment of spells, especially like the terraforming ones.
Thank you for your answer.
To continue the line of viable small magical kingdom: what do you think about the possibility of moving/combining shards? To clarify: if the channeler takes at character creation an expensive trait, he is henceforth able after conquering the territory around a shard and infusing it/the land under it with his essence and casting a lengthy ritual to teleport the shard to his domain. If he has taken yet another expensive trait and casted a ritual it is possible to m
Another voice here for small magical empires to be viable. I must admit i do not like the idea at all to be forced to expand to get another shard i need to cast certain spell - especially since it is different from resources which only cut the building time and are not required to build something as far as i know. If i wanted to play a pyromancer and all i would find were water shards i would not be happy. I think a metamagic spell to change the node type would go a long way to addres
In Research UI it is possible to see the probability of a possible breakthrough - green, yellow, red. But as the choosing actually occurs the colors are absent. Since it is possible to avoid the research screen altogether by "staying in the same field" it is in this case impossible to make an informed decision if the chosen tech was a red "lucky break" or a green one bound to come again. An easy solution would be to color code the techs in the breakthrough screen as well.
I can live with any abstraction. Usually i never try to determine how long a "turn" is, unless it is specified by developers. Only if people are speaking of building up "dynasties" they are usually speaking about considerable time. If it is meant here that we will build Empires and get dynasties in 300 turns, how long it ever may be without anyone dying of old age - no problem from my position and the discussion is moot. But if, as usual for dynasties, older members of them st
I have a problem to see resources on the cloth map - especially air nodes do not seem to stand out enough. I can see that when i zoom out they increase brightness, but not enough in my opinion. More distinctive icons when zoomed out would solve the problem, but i would also really prefer to have them more visible in zoomed in state. Increased brightness or maybe even little figurines for them -like for units- would be far more discernible. Does someone else have a similar problem or a
was also confused the first time.
Happened to me also. I had soldiers stationed in my town but suddenly -without a combat or an enemy unit in my sight- my town belongs to kraxians. Had a ctd some turns later so cannot give a screenshot.
I do not think a turn a day is a thing to stay, even if it is so at the moment and i doubt it. At least i was not able to see a confirmation of this. A turn is a turn. You need 20 turns to build a palace - i doubt it is possible in 20 days. Furthermore if one day would be one turn we could not have dynasties and descendants in any meaningful time - 20 years is 7300 days what would translate to 7300 turns till our first descendant turns 20. If he is to be born on turn one. So i t
Since the developers are speaking about family trees and diplomatic marriages and descendants of descendants of the channeler -tens if not hundreds of years- the life spans will matter (see journal "ugly children" for example). So a turn a day does not have a future. Fluffwise - we have death magic, and vampires or liches do have rather excessive lifespans. Also high level live magic could increase the lifespan of someone quite significantly by constantly regenerating/rejuvenating the
With the dynasty system just around the corner and the information that while our sovereign is immortal his children are not, i thought about the lifespan of our heroes/troops. We know we can spend essence on our heroes to give them spell casting abilities but i think it also would make sense to be able to spend a part of our immortal essence to also make them immortal. This way we can have some core units to rely on throughout the game. It should cost enough essence to make it an imp
There were a lot of good and very good ones: Planescape Torment, Deus Ex, FF9, Fallout 1 and 2 but the BEST one: Xenogears. The story is unparalleled in my opinion.
@Risinglegend glad to hear you like it. The only sad thing as the game was made, modding was still very unusual, and some things i would like to change in the game are hardcoded. Still a real hidden gem. "Song of Ice and Fire" - heard about it a bit but didn't have time to pick it up yet. Is it a good read?
I also agree with pretty much everything said here. I loved MOO2 and MOM, play MOO2 even now sometimes, played a lot of galciv, galciv2 and sins but found something missing. I play and come back to Sword of the Stars more often than to galciv2 because of these key moments of having or lacking a tech. "Just wait till i get fusion." "Oh no i didn't get point defense in my tech tree." "Bow before my mighty AI controlled pulsed graviton beam antimatter dreadnoughts!! (insert evil maniacal laugh h
This aspect could really shine if done right. I only fear the "done right" part will vastly differ for different people. I try to add my couple of cent. @Rising Legend: Person aging in portraits is important for me also. It does help the immersion and helps to feel with the characters - for example done in "King of Dragon's Pass". @ Tasunke i wanted to start a new topic about descendants/heroes death but i think it now fits in here: i really would like to have a possibility to
What about a ritual of rebirth you have to cast before you die - giving the sovereign one other chance at life - after some time he reappears at the capital. The ritual should be affordable the first time over, but becoming increasingly crippling in cost with each casting, so the third or fourth casting would be extremely painful. The system would be as follows: Sovereign is killed without active ritual of rebirth: game over. Sovereign is killed after the ritual of reb
I most certainly want to be able to level up the sovereign the way i see fit! He is my Avatar in the game, a surrogate me, if i want to train (put points in) strength or spellcasting or whatever and the game would not let me because of autoleveling, this would irk me very strongly and interfere with my suspension of disbelief - a sure way to become desinterested in a game. The cost could and should be different for casters/warriors/summoners - in this i agree with vieuxchat, but the po
Paperdoll would be nice to have, especially for the sovereign and heroes.
+1 for notification