Dr Franknfurter

Dr Franknfurter

Joined Member # 2194179
25 Posts 297 Replies 816 Reputation

Same thing... initially I thought it was the other way around... that the problem was showing tooltips of objects outside visual range... But no, it seems fairly common. I have to scan an area manually to see crates or whatever or just keep wandering around and hope.

9 Replies 796 Views

Sorry... fairly long post on themes? yeah, mainly themes Life mastery - cost 1 (requires life books) Gains the ability to cast healing spells at 1/3 cost on the clothmap and at half cost in tactical battles. The first healing spell each turn or each battle is free. Unable to cast suffering spells (DoT) Life link - cost 3 (requires life books) Every troop produced increases the sovereigns current health and maximum by 1 (up to x2 or f

149 Replies 259,259 Views
Reply to Demon studies in WOM Ideas

well at the moment units can be designed with equipment from research or other sources. It's not so different from galciv really, you can equip a trade module, but not a trade and construction module... or a hat, but not 4 different hats... also armour, weapons, sensor modules (scouts cloak) Still, it does leave a lot of scope for other potential modules/equipment/bodyparts to be added. I suppose if it's not too difficult to do you could probably add extra limbs... but it does

30 Replies 82,454 Views

They have to do this anyway for the AI builds... wouldn't it be a good way of testing how smart the AI build order is? Give your cities an automation script from the one(s) the computer would use anyway? AI default, AI war, AI farming whatever... because the AI already has to work out what buildings to place when it starts a city or captures a city... it's not good at it... but we could help suggest build orders, conditions for placement and things? I'm guessing you could have a very

2 Replies 3,937 Views

I had the same thing... full control of the other sov though... was actually quite fun (sent them to attack their own towns in an attempt to find out what happens when they die... but they just killed their own children instead... couldn't defeat that race either... but they may have had a hidden town somewhere) http://pastebin.com/i2u9QC12 captured the capitar sov, playing as the female sov P...s

2 Replies 381 Views
Reply to Demon studies in WOM Ideas

Well I don't think they all have to be simple colour changes... it can't be too difficult to draw some rough horns or wings in 3D and have those as items to represent demons or dragons. Even a little halo for angelic. Maybe some colour changes and auras would be harder to show or distinguish because they'd look bad with the lighting effects turned off... or with different base skin tones. If you can have different shaped cloaks I'm sure tiny purple bat wings folded up on your back wouldn't be

30 Replies 82,454 Views
Reply to Demon studies in WOM Ideas

Just a thought... but I really like the mention of hybrids. I've read all the posts on genetics and breeding but I hadn't really thought about adding captured monsters and breeding them... with each other or perhaps with your own troops. I'd like it if your default troops could evolve over time with breeding. Imagine magically assisted breeding with giant spiders, when you've captured every spider you can find. Eventually you have your local militia with a large number of legs and arm

30 Replies 82,454 Views

I had the same problem, mostly fixed by disabling advanced lighting... for some reason the sovereign icons don't show, still white, but they at least show up on the sov design screens. Units also work now though and unit design is nice and pretty. -rather than being eye bleedingly bright and pure white (with blue shadows... or blue with white highlights? or spotlight I should say) Also Nvidia (hiss... and GeForceGo 6100), also laptop... also not official drivers. (probably invalidates

9 Replies 3,001 Views

How about this... 1 road generated automatically after n turns to nearest city . So after your outpost has been sat for 20 turns it'll connect it's new mine to your starting city. Outpost support 1 road connection max , each city level supports more up to 4/5 roads top (I was thinking of caravans leaving from north, south, east and west gate... but I suppose you could have 4 roads leading south that branch later if you're a

287 Replies 653,953 Views

[quote]The radiation thing is the other part of why it doesn't work for me--radiation leakage is unarguably hazardous (just as anal leakage is univerally unpleasant, fetish-folks excepted), and this 'essence leakage' thing seems to be a suggestion for a positive effect on terrain and/or units.[/quote] Again...*long sigh*... would diffusion work better? osmosis? Air pressure? water flowing down a mountain? Light from a candle? heat from a fire? all of these have one thing in common, mo

19 Replies 19,729 Views

It's semantics if leaking of essence above your normal maximum power, in proportional to your essence and therefore level and strength was replaced with emitting heat, or in this case... almost magical radiation exposure... it's still proportional to your sov strength, of which level is a poor indicator but essence is a good one. Either way it: neither has too use up effective essence (so again no tax, no loss of anything) nor would it stop it functioning in the same way, but the pool... Radi

19 Replies 19,729 Views

I don't know about all the different directions... initially my thoughts were "uncontrolled power". It's power above the maximum you can control. To suggest that your sov has grown so powerful after a battle that he's doing things without realising. Also, the pool would be on top of max essence, that wouldn't change, you couldn't die from it, nor would it lessen anything else you can already do, nothing would be any different from how things are at the moment, except you could use thi

19 Replies 19,729 Views

From Cerevox: [quote]Not leakage like loseing it, leakage like regular people leak heat. Random stray radiation coming off him. Only if your wife spends lots of time wrapped around you, she should absorb a lot of it. Actually, it would be kinda cool if that applied to anywhere the channeler spent a lot of time or units that spent time near him. Just being near the channeler a lot should make a unit stronger.[/quote] I'm just thinking of how that could be applied in game as a c

19 Replies 19,729 Views

I suppose one mechanism for making wandering monsters would be if your normal summons could become neutral when their upkeep runs out. You could manipulate it, move it to a neutral location first, then cancel it's upkeep. But you can't gain any exp from killing them, or a reduced amount, to prevent spamming cheap ones for a mana->exp conversion. It's interesting, but there would still be the odd problem of balance and costs... perhaps one option would be to flag them as 'confused' an

6 Replies 10,933 Views
Reply to Demon studies in WOM Ideas

I don't *think* the devs have written anything off in elemental. Personally I think a lot of this can be resolved to your choice of words. If there are giant spiders. In real life with magical spiders (otherwise impossible due to the rate limiting factors to size in invertebrates being limb joint resource allocation at atmospheric oxygen concentrations) They may be called demons by some, magical, or simply strange and interesting mutants. In elemental they would be a non-sentient race... whic

30 Replies 82,454 Views

Wall of text... eventually about demons: I was just playing x-com apocalypse, one of my favourite old games. Still great: tactical combat, turn based or real time, variable sized overland map, an economy of sorts, diplomacy, rival factions, multiple maps, rpg-like exp gain, research, manufacture and base building...etc One thing that struck me, I really like researching toxic weapons, how you have to learn about each alien first before you're able to develop a weapon against t

30 Replies 82,454 Views
Reply to WMD Spells in WOM Ideas

On the topic of mutually assured destruction... how about a diplomacy option to ban a spell, everyone has to 'bank' at least one spell. In the event of breaking the agreement everyone starts firing? So maybe to make it more certain that none will cast armageddon you bank 5 rain of fire spells... or something... just something a little more interesting than 'diplomacy hit' to have everyone start firing on you. Or a general ban on area spells, everyone chooses their favourite area spell

9 Replies 9,100 Views

I suppose one point here is that penalties for playing at a particular zoom level should be reduced. I mean that in sins of a solar empire, if you play at a high magnification you can focus fire, judge damage better and use abilities in more interesting ways. However, you can only ever be at one place at any time, and therefore become blind to any event outside that gravity well. (notifications exist, but are very annoying to the point of uselessness... you will have dozens of 'an allies plan

6 Replies 7,682 Views

Very well thought out ideas, I hope they're implimented in some form. I'm not sure about a few things, would bidding allow you to easily mess with the AIs in the game? set them all against each other for a small amount of gold while you protect yourself? Either that or they'd be weighted against you and you'd just find it annoying how each event would go badly for you, irrelivant of your actions. I do like the mega events in Sword of the stars, I'd have liked a similar system

6 Replies 33,937 Views

Concerning spells, research and your focus... how about combining elements from every area. You research spell areas slowly (based on mana diverted to research or whatever), unlocking higher tier spells and giving you spell points to spend on which spells you want. So after 5 rounds/tiers of fire research you have 500 points and access to spells that require 2 shards, so you can buy cheap cantrips requiring no shards, level 2 and 3 requiring 1 shard and 4 and 5 requiring 2 shards.

93 Replies 24,402 Views

I can see that, if you get decreasing returns to synergy you should have decreasing costs as well for 'off-topic' builds. The only thing is that you could maintain your bonus indefinately by pairing buildings that are synergistic with constructions that are 'off-topic'. A flat rate for 'off-topic' buildings ensures that generalists don't have bonuses. I suppose if the bonus reduces every 'n' tiles or every 8 buildings you could allow a free 'off-topic' build. So with 500 wizards tower

2 Replies 4,424 Views

How do you make towns special and different? If the bonus for each building is always the same there are limitations. So, in conquest of the new world they had a mechanic where each production building gained an efficiency bonus for farms/iron mines equal to the number of tiles of that type, +n% per tile for the first few tiles, n/2% for the next few etc. capping at 40% bonus. The interesting point was that non-synergistic buildings (wood vs iron production) would decrease the bonus by n%.</p

2 Replies 4,424 Views

That's what I was thinking with the 'defeated the necromancer' black cape option. Or holy wings or maybe special tracks, auras or anything that makes you look more impressive while providing no or next to no bonus. I would like some things providing a bonus, but for it not to be unbalanced the penalty should be greater. so if it's a bonus to global fire spells the AI should notice the greater value of fire spells or should have free spells or a free shard.

16 Replies 12,119 Views