Dr Franknfurter

Dr Franknfurter

Joined Member # 2194179
25 Posts 297 Replies 816 Reputation

Some things cannot be carried easily or by just anyone but can be used, lots of weapons and heavy equipment, corpses, souls... not something easily carried away by a scout but something that should be represented and be able to be used. So, how about battles with deaths greater than the number of survivors (just > or 2,3x greather than) drop additional fixed loot that can only be accessed by special units... mages can build a building to harvest corpses/souls and caravans/pioneers

0 Replies 3,884 Views

Has anyone ever played wizardry 8? A good game for magic spells, you could increase the power of any spell at any time if you have the mana but it would be affected by your skill... so if you are skilled lv 1 is green, but unskilled lv 1 is yellow and above are red. Casting yellow and red can have unexpected and harmful effects (or simply fail). But the duration and power scales with mana use. However, each spell never changed it's functions. I'm still undecided if that was a potential limita

23 Replies 65,222 Views

[quote who="VermillionChaos" reply="91" id="2666927"]@Saije: Under the current system your idea favors a purely NON-caster sovereign... which is fine if all you want to see are built-to-survive Sovereigns. The main thrust here is that Ess should be a penalty/advantage equally to all build/type of sovereigns. Even under the Beta 3 system, dieing is only important to a Warfare type sovereign if he falls under a minimum threshold, be that 1 or 5. Up until that point the no

98 Replies 265,900 Views

how about we treat spells like the cap ships from sins? You can level them up in 4+ areas and choose to specialise or to generalise each spell with it being extremely hard to reach level (6) for an ultimate upgrade for the spell adding a massive boost. With maybe another ultimate at lv 12? so a fireball could gain an instant death effect, AOE and damage boosts... or simply be much cheaper to cast.

23 Replies 65,222 Views

[quote who="Wintersong" reply="53" id="2660392"] Quoting shadowtongue, reply 50I've no real problems with fanbots though, just funny when they don't seem to realize that's all they are Fanboys are fanboys, trolls are trolls, and the world goes round and round. The apple is different depending on which angle you look it.[/quote] The funny thing is that I avoid posting to certain threads because I feel like I'm responding emotionally rather than critically. Critically I'd say that

108 Replies 228,837 Views

is it possible to make superficial mods not affect multiplayer checks? custom UI/skins/language packs... or would a change to the language affect the game... say changing a description from "...speaks in english [+1]" to "...speaks in french [+3]" affecting both description and bonus? I'm just wondering about other conflicts and if it's a problem of checksums or the language files being integrated with normal files rather than referenced for descriptive texts

4 Replies 4,357 Views

If it is random and unpredictable events and AI you want I'm sure simply increasing the rate of events and having a 'random' variable to AI personalities would do that. What else are you worried about?

108 Replies 228,837 Views

I think one of the important things to remember is that the factors that made master of magic good are all being taken into account. MoM had: several races, different magic paths, heroes and citybuilding... it had a large amount of detail in the massive strategy guide but very little within game lore and descriptive content... I think part of that was stripping down the size of the game rather than an attempt to make it more sandboxy. Dominions 3 adds a massive amount of lore and unique creat

108 Replies 228,837 Views

I like the OP... how about having control of a shard and an essence cost? you have to pay for the new skill in essence... maybe even build a special building over the shard that can be captured and make you lose that magic skill? I'm assuming eventually it won't be possible to take all the research books and be viable... master of magic was fun for that reason (no archmages of everything without cheating, pick one skill to master or a few cantrips from several), but also limiting because ther

5 Replies 1,723 Views

Another option would be to enhance them in a way similar to starbases from galciv... multiple pioneers establish walls and defences, caravans boost production up to city levels and you can station troops there. I think the problem is that it would be much faster to use pioneers than city building for any uncontested regions so you can't just boost production to pioneers or rushing pioneers would become overwhelming. Caravans at least take time, having them upgrade over 'n' turns based

11 Replies 10,275 Views

how about a 'sense of humour' toggle... I'd love funny dialogue and races but not by default... I'd play as snathi if possible, I'd love a snathi mage with tiny little squirrel armies. You could have a massive amount of fun with the flavour texts... "I laugh at your pathetically small collection of nuts" with heros inspired from illwillpress? I want squirrels in the game, ninja squirrels? [e digicons]:ninja:[/e]

15 Replies 23,633 Views

I think all those landmarks should be destroyed/abandoned/haunted/burnt-out/wrecks/shells at the start of the game and activate through different means...some require only time, some are linked to other quests activating them, the spread of converted terrain and if you build next to them and build over them (without having tech prerequisites) you should activate the building and get any quests from it... also a quest ending with a villa should make that villa under your control (as if you'd b

4 Replies 27,971 Views

I suppose you could have 'swimming' allowing the unit to move 1 square into water tiles, allowing for crossing tight island chains and lakes... rather than full water walking... jumping being a two tile battle teleport so you can jump over/behind a unit. Hunger and thirst should only be important when it's in exceptional conditions... like deserts giving you 'hunder and thirst' with whatever mechanics are appropriate - negative regeneration, becomes suffering/withered/dying after 15 turns wit

4 Replies 6,645 Views

I'm wondering if you could use prerequisites to simply lower the rarity of a technology by one level... anything with multiple prerequisites would start higher than red (clear/black) and wouldn't occur unless you had at least some knowledge applicable to the problem... stone walls could have 'palisade, stone working/quarry as prerequisites and start as red, move to green after gaining both). Also, you've mentioned MoO and Civ... SotS (Sword of the stars) is very interesting for a pseu

22 Replies 22,784 Views

it's a system very open to abuse... you could make the AI attack it's own troops with spells, waste mana, not attack... all without any requirement for cooperation between players but still enhanced by it... or you could play with honesty and integrity with the result of the AI simply becoming part of another player. The problem is that you're simply giving free troops to another player randomly. It would spice up some games... as an option for friends dueling to choose it would be nice if th

2 Replies 5,410 Views

I'm curious about how building construction will look with the 3D interface... I'm just wondering if we can set in the building/tile editor for multiple stages of construction, foundations for the plot on turn 1 and then maybe set the order of items to be placed in the tile if it's built over multiple turns. Say you have an archery range, you set the walls to appear before the roof, the targets to appear last, just by dragging and dropping to change the order in the build list? It wou

4 Replies 7,259 Views

How about if occupied cities cause a drain on moral when in the occupied civs land? say -1 per turn per city occupied, for 20 turns after capture. That way you would have to slow the advance or end the war before the effect of lots of discontent (5+ cities) kicked in. Either way a siege should affect the moral of attacker and defender, say -1 to both, with defenders having a higher natural recovery rate. The effect on moral when moving through enemy lands could simply be to just offset natura

11 Replies 10,019 Views

I found with necrons the mass of infantry was always weak against disrupting attacks... grenades, harlequins dancing and any exploding weapons... So what is the best mod to try then for balance or new stuff?

18 Replies 63,479 Views

I used to love playing dark crusade, tried a couple of mods but none really improved anything IMHO... with soulstorm the map takes so long to load it really annoys me (it likes to use at least a gig of RAM more than dark crusade for some reason I can't fathom...) I like playing with the sim rate lowered... default is a clickfest to me... frantic and annoying... can't figure out how to change the camp default though... I end up changing it per map. It would be nice if province control

18 Replies 63,479 Views

Self interest using a general merc relations wouldn't work well in a situation with 2 or more races... Trogs and ironeers, you use the short and dwarfy troops for defence and the trogs for attack runs... the end result being all your ironeers are fine but you always kill all your trogs... with a split you would lose trust with trogs but gain trust with ironeers... without it you'd just be neutral to both, even though the trogs haven't left your service alive while your dwarves have never had

13 Replies 8,982 Views

I just remember my first play through... I tried to get one of each mana type... and raise that armageddon counter... managed both on a large islands map... but had my strongest troops being mages while horsemen of the apocalypse were flying around killing everyone... interesting but really odd game. (you gain lots of unhappy faces and unhealth as the AC rises, as long as the horsemen stay alive, as well as nasty events, hell terrain and general horror and death...) Also,

73 Replies 145,896 Views

one thing about fall from heaven... it has lots and lots of resources... it really is a good idea to play with a race not bothing with magic at all at least once through for a little less to deal with... maybe play as Grigori to begin with, adventurers are strong and let you try out lots of things without requring you to go down religious paths (although immortal adventurers are impressive). The free experience for hero units means you can see what promotions are unlocked by research without

73 Replies 145,896 Views

Civ 4 Fall further... leading swarms of giant spiders and "Mother" over the world... and then undead as the Scions of Patria. (While I should be working)

73 Replies 145,896 Views