My first suggestion: The Champion stack issue. I started a new game and noted that I had about 5 champions before my first building was done. They should be more rare. I personally expect to have 2 or 3 champions and my sovereign, but right now, the game seems to push you towards a mob of Aragorns. Maybe the recruitment system itself should be adjusted so that Champions find you, also, that way when the map is cleared of champions (either killed by your opposing faction or recruited)
MadMagnus
I would rather the improvement just be added to the city visually. No grid, no placement. I like the idea of zooming in on the city, but maybe not on the world map. Maybe an actual city screen like Civ, MoM, or GalCiv's planet screen. I would love to see city's grow on the world map and be able to zoom in and see it alive with it's improvements, but placing the improvements serves no purpose. If there was some strategic benefit, it would make sense.
[quote quoting="post"] Title says it all. Sometimes you forget if that last water shrine was finished, or if you still have a few turns left. Also there's plent of room on the screen for it. Alternatively, in the Tool Tip for the spell, calculate the mana shard bonus directly in the tool tip text. eg: Does 15 Damage + 6 (2 per fire mana shard) That way you can make a better decision as to whether to use the P
Would it be possible to have research applied to a specific tree? Example... If I built an Arcane College, it could generate bonus research ONLY for the Magic techs. If I built a War College, it could generate bonus research ONLY for military techs. I think a General trait might be a fair, too, to coincide with the previous suggestion. Generates research points after a victorious combat? Perhaps it reduces the unit's "figurines" to 1, to represent the leader. Unles
[quote who="seanw3" reply="102" id="3071546"]I guess we play differently. I am usually 25% done with all three trees by turn 250. It does take awhile to get them though. This is mostly due to needing Civics before anything else. There needs to be some changes to what we have, but I don't want a whole bunch of weapons just put at tier one for sake of making the units easier to build. In WoM you only needed Equipment and Leather to beat the whole game. I am sure the devs want to avoid
[quote who="seanw3" reply="99" id="3071400"]Just read the post that suggested you guys put all the early weapons and armor in one or two techs. Please don't. That is why WoM was so uninteresting in the tech tree. If anything go back to GalCiv2 where we had each weapon type and armor type in parallel trees. That game took it too far with like 20 techs per option, but the overall design is solid. Right now plate is some kind of ridiculously perfect armor. This should not be
Okay, so I have done a few tests and came up with more suggestions. I also found the New Race button. XD Thanks. I started a few games and built myself as extremely as I could in different directions. In one game, I ignored champions and built a massive army of regular designed units. It was really difficult to get my troops at a point where I could function and here's why: A) Couldn't afford them: It takes a lot to get my empires to more then 4G/turn in
What happened to custom races, anyway?
I wanted to throw this idea in there; I love the "card game" randomness of champions leveling up. I love the rare, common, and uncommon traits. Why not apply this to magic? We should get to choose from the spells to cater to what we're trying to accomplish and they should be dealt to us, allowing us to pick a card. I also noted a distinct lack of summoning spells. Or maybe I just didn't learn them yet?
I have some suggestions and comments that I didn't notice anyone else making when I did a quick scan of replies: The Spellbook needs to have the combat spells in it. Just a tab in the spellbook to view tactical and combat spells would be good. How do you learn spells? How can I get knew ones? How do I know if I learned new ones? I don't see any messages or dialogues celebrating the use of new spells. I see it's done right now maybe through the traits for champions.
Anyone who says magic is useless except for Teleport hasn't researched the entire combat tree. I have won the entire game with nothing but a sovereign who had every combat tree buff on him.
Oooh, cool. Glad you liked mine. ;) I was thinking it should be limited to controlled shards, as well, but I was running out of typing room. I thought if you knew you were going to lose a city, as well, it might be a good way to punish them just before they capture it. Anyway, glad to make this list. Hope I make the final!
I just want to give the developers the opposite end of the spectrum: I played a game as a Fallen race with a cool Sovereign. I studied the crap out of Combat spells and Fire spells (I managed to grab THREE fire shards, by tactically placing some cities). I gave my Sovereign full armor, a giant axe, and buffed him with combat spells. I hunted down quests and beat the crap out of monsters. I marched on Altar's capital city. They had an army with a c
We will be able to change production and modify queues from this window, yes?
Here's some suggestions and feedback (with a few comparisons to Heroes of M&M and MoM). This is all regarding race/faction differientation and customizing units and their combat roles in tactical battles. I think you, Stardock, can sympathize and understand most of this because you've already done it once - Galactic Civilizations 2. Number one: Faction/Race Differences Every race should have a passive attribute to their units. (Again, see MOM) Ironeers, for example, could
You know, I just looked at that poll at the top of the journals web page. Over 75% wants to make their own faction. Can a developer answer the question of "Is there a faction creation screen?" :o
[quote who="Raven X" reply="77" id="2705933"] Quoting VR_IronMana, reply 76 Sounds like there will be a faction creation tool as one of the workshop options to me? Maybe it's just not enabled in our version of the beta? That's what I've been saying since the jump. If you go to the "Workshop" Screen in the current Beta you can see very, Very, faint writing in the boxes we don't have access to at the moment. It looks like they say "Item Editor", "Particle Editor
I'm asking because what I really want to know is if there will be any limitations. When we created a race in the earlier Betas, we had X amount of points to spend on attributes for that race. Then, we had visual appearance things to customize. With xml, it becomes load -> quit -> change number -> load -> quit -> change number until your race looks right. Than, the attribute points. If we're doing it in XML, we can just give our race endless amounts of abilities
[quote who="Frogboy" reply="6" id="2703497"]Yes. In an XML editor. [/quote] A lot of people have interpreted this differently. ;) Are you saying that the only "Editor" we'll be using to make new races is NotePad, DreamWeaver, etc.? I'll rephrase my first question. The screen we had in game before it was removed to create new races, will we ever see that come back, so we can choose their colors, appearance, ability and so for
Will we be able to do any of this in an editor? In other words, when we created new factions earlier in the beta, we had buttons to click and fields to type in names, graphics, UI, etc. Will this be incorporated into the toolkit of modding utilities, or do we have to make new races in XML?
Another thought about Quest of Mastery: If everyone gets their own version, we should be able to see the opponents progress (similar to Spaceship building in Civ) so we can appropriately react to speeding through ours or crushing them before they assemble the forge. Same goes for Spell of Mastery.
You know, if there were only 5 pieces for everyone to fight over, it'd be like players in Smash Brothers Brawl fighting over pieces of that dragoon item from Kirby's franchise. Someone with 4 pieces would surely hunt down the Sovereign with the remaining bit. That could be fun.
Here's some ideas for you: Warfare/Conquest - This tree is fairly mundane. Research weapons, research armor, blah blah. I liked the idea of researching Fortify - more things like that might be nice. Researching Forts, perhaps, built by armies, or Sieges, and other army related abilities might be nice. I think there should be other ways to improve your military units than straight equipment. We should be able to research different forms of training to apply to them (perh
"Combat & Conquest The conquest technology tree continues to be an issue in the beta. Too long to get boring stuff. This is something that is high on our list to do something about. It just takes way too long to get the conquest stuff going. I’m 37 turns into my game and I have no armor items and my only decent weapon is a boar spear." With more resources on the table, perhaps the available weapons/armor sh
Maybe we should get starting spells based off Wisdom or Intelligence that we can choose from our spellbooks.