it isn't levels. It's too easy to get gear. Buy it in a town, or go raid the random spawn unprotected huts. I'm going to continue to compare to mom, because it worked there. So here it is. In mom, you didn't get very good gear from anything you didn't have to fight for. your one lone hero couldn't solo a goodie hut that had more than mana crystals or gold. You had to build up troops fo
emmagine
New Skill "Enchanting" Common for administrators, Rare for casters. We should have a skill for administrators that allows the enchanting of units. Creating units with enchanted gear should require that an imbued hero with the appropriate skill be in that town. Administrators should be able to enchant units with any spell that any of your other channeling heroes have. So if you have a fire mage out there running around who has th
My job affords me an abundance of time where I can use my laptop, but unless we are posting near a Starbucks we have no Internet. Is there a way to play without a current network connection?
arguing to make visible what an enemy can do: I'd like to see two things with this. 1st: I'd like to see the abilities my enemies most frequently use. This is a GREAT place to make espionage viable in a real way that only espionage could be. NO intel would only let you see how frequently the enemy uses the abilities he uses against you. Low levels of intel could allow you to see
The game is fun as is, but magic doesn't feel as epic as it should be in my opinion. I'd like to be able to put together powerful combinations. Like others have said: being able to get a flaming sword, or a sword of haste would be great. I think these things should only be craftable if a caster hero, or the sovereign is in the town that is producing them, with sufficient mana reserves to cast the spell. This will force you to chos
It happened to me as well after crashing to desktop after a battle.
casting the spell to enchant production or research on a second city seems to crash the game. Repeatable.
playing in windowed mode helped me a lot with the crashes.
I still like the pewter figures on the zoomed out map. I think I'd prefer the figurines at a fixed size, once I've zoomed out too far to make out details of the actual characters.
[quote who="Nuemcy" reply="42" id="2666900"]well, after reading the first paragraphs of your "The Hiergamenon" upon getting home from work and I am questioning the quality of your thoughts on the back story. It really seems very very jumbled and not properly though out as yet... hopefully still beta too?? I re-wrote paragraph II to possibly spark a better look at your story writing? I am no professional author and don't account this to be any better than what you have already, but,
I thought about this a bit at work since my last post. I am now firmly of the belief that the initial essence cost of spells is a sufficient mechanism for restricting the number of enchantments. Plus it gives you the option of sacrificing other areas of growth (like making fertile land, your sovereigns mana pool, or imbuing a hero) if you want to throw more of them around. I don't think an extra mechanism to artificially restrict the overland spell casting i
at work so haven't had time to sort through the comments, my apologies if my thoughts have already been shared by someone else. I like the idea of powerful overland spells have a maintenance cost of some sort. Also it would be neat to have a skill, or ability, or something that determines how many global spells you can maintain. But, wasn't this the point of essence?
the ongoing consensus that city building is currently monotonous is exactly what I was pointing out in my post a while back. But I suppose it was likely too lengthy :P The bottom line is IMHO: do away with constructing any buildings that you are going to be building in every single city. Make the player only build structures which are in some debate as t owhat you would actually do. For example, the farms and houses. Everyone is going to build them
[quote who="KellenDunk" reply="96" id="2651155"] Quoting the Gorgon, reply 94 Mounts: - Wolves (a must) - Dire wolves (even more of a must ) - Ranyhyn (blessed horses): like horses but faster and stronger and overall much better - Lizards - Camels (needed for desert travel without penalties) - Nightmares (hell horses, only usable by empires) - Sea monster: can be used as
City building seems to be the topic of the day here, I thought I'd add my two bits and expand upon some of the other ideas here. I too am concerned about cities becoming carbon copies, requiring repeated, micro management to be effective. MOO3 went with the option of leaving the redundancy in, but allocating it to a governor as you saw fit. We all remember just how well that went over. It became a game of "write your own AI." I like the idea of varying the cit
sounds like you have created a very smart UI. Not everyone realizes that frivolous lawsuits are often incredibly profitable, and detrimental to your opponent. Next thing you know it will be applying for welfare. Perhaps it's time to add to the xml UI file?
I actually like the morale penalty idea. However, I think it needs to have something to offset it. I believe that is power of the army. In the past, games have said "your army is worth 100 pts, their army is worth 3000 pts. you have bad morale." I don't think this is a good system other than the first time or two that unit goes out. After that, It should be based off the point value of the size of armies your army has killed. &
I don't see any harm in including them in the game, and have a check box at game creation to enable/disable champions. I like the idea, I always enjoyed in MoM how a hero could be unbelievably powerful, but a single unfortunate roll vs a cracks call would bring him to an unfortunate end... requiring you to dedicate extensive resources to resurrecting him.... if you had the spell. Placing all your eggs in one basket has always been risky. I don't think the engine should preve
(that would be a resounding yes) when the big man in charge has programming AI's as (one of?) his first love(s?), it is a fair bet that they will continue to be updated as long as he remains in that chair.
Reading over these posts I've been trying to think of any memorable cities in 4x games. The only one that really sticks out to me is Orion, from Moo2. When you found that planet, It became a major goal to build up enough fire power to take it out. The thing that made it memorable, was that it was similar from one game to the next. So I think the first key, is name recognition. To aquire that you need a good number of filler cities first. Cities that don'
I think that's the point nathaniel. When the AI realizes that it has no chance of winning the game, it retires. and gives its kingdom to the player who is married furthest up in his family tree. Like when empires surrendered in galciv 2, but this way is much more predictable and visible as to who will obtain the country.
I think we are starting to read way to much into the fact that they added some damage types. Assuming more will not be added, Assuming they are all going to work about the same, assuming things that are not covered by the other elements will all be lumped into mystical, assuming all spells from an air node will be electrical damage, and on and on. When coding at this stage alot of stuff is just setting ground work. Take the AI for example. They'
I think the issues with the damage types in galciv are a few fold. lack of tactical battles doesn't allow for mixing different ships in an attempt to thwart the defenses of a particular unit. the most effective strategy in galciv is to load so many of one type of weapon on your ships that the enemy would have to completely neglect it's alternate defenses in order to protect against it. Firing first in gal civ with enough firepower to prevent t
Also, sneak attack would be exceptional as noone would trust you again afterwards so you'd never get another open borders agreement. This is exactly what I mean. A spell that ports enemy troops out of your lands I think would be a much more fun strategic option than automatically porting them out upon war declaration. I think we are all sort of thinking back to the broken AI of master of magic, where little hobo armies from every
I am fine with the 'port 'em out mechanic for now. I'm actually of the hopes that the AI will allow this code to be removed at a later date. "Yes, we have a right of passage, but you moving that mammoth army towards my capital is totally unacceptable." Even better if the AI does it in some sort of United Nations meeting. Severe diplomatic drawbacks to violating treaties should be doable with the experience stardock has been getting with AI's. The biggest on