MadMagnus

MadMagnus

Joined Member # 2373102
8 Posts 58 Replies 604 Reputation

I think a big difference between this game's unit production and other turn based games is simplified to: Other Games (Civ, GalCiv2, etc.): You generate X resources per turn but you *DO NOT* stock pile them. In other words, if a Civilization City or Gal Civ city, they generate 10 production per turn. They can't store this to 100 production. They just make 10. So if a unit costs 100 production, it takes 10 turns. Elemental: Units have costs and you

30 Replies 63,685 Views

Gal Civ 2 had a nice summary of events every turn that had multiple events. It was a wonderful screen than I relied off of. Can we get something like that for this? I'm not how many engineering hours that would require. I know there's the trees on either side of the screen, but the right one (the events one, I believe) seems a little hard to interpret right now. At least, imo. :)

0 Replies 877 Views

[quote who="Frogboy" reply="17" id="2670097"] Quoting Gorstagg, reply 15 Quoting Frogboy, reply 14One of the thigns that the Fallen got but the Kingdoms haven't gotten yet are more buildigns that can only be built once in a kingdom. We are also looking at having a level-up screen for cities that let players pick a bonus each time they level up to make those cities more powerful in a particular area. Oooooh!! Now your on the right track. When Cities level up, th

119 Replies 265,228 Views

I noticed that if a city builds a resource building outside of the limits (a farm, mine, shrine, etc.), hovering over the resource shows the city stat card. Does this mean if I attack an enemy mine, the city's defenders will defend it, even if they're 4-5 tiles away?

85 Replies 147,498 Views

Illusionary Warriors Tactical 15 5 No Creates a duplicate of illusionary warriors based off the targetted friendly unit. They deal no damage and have 1 defense, regardless of what they duplicate. Wind? Summoning? Main purpose is to serve as a distraction. The enemy can't tell which unit is an Illusion. Protective Barrier Tactical 15 10 No Creates

243 Replies 841,812 Views

[quote who="Frogboy" reply="47" id="2668316"]Ideas aren't the problem. Getting the AI to use them is.[/quote] I think everyone with massive amounts of spell ideas should be sure to read this. As for the direct damage spells, I think the easiest way to make them more interesting is add some situational use to them. Perhaps Spell A does damage to all in a line, while Spell B bounces from unit to unit up to a maximum number of hits. Adding effects li

84 Replies 258,673 Views

I just had an idea. I'm posting it here, but it applies to all aspects of gameplay. Essence and/or Mana Sliders. Basically, when we cast a spell (Imp, for example), it prompts use with a Slider of how much Mana we want to invest. Say for 1 imp it costs 5 mana and we have 15, we can move that slider up to 3 and use all of our mana for 3 imps on one cooldown. For Essence, we can do the same thing. The Amount of Essence we invest into a more powerful

79 Replies 222,080 Views

Interesting Choices. The biggest comment I can make on Interesting Choices when it comes to cities is Terrain. From what I can tell, Terrain doesn't affect the city at all unless it has improvements built on it. Somehow, the terrain the city is built on and surrounded by should determine certain factors. Maybe desert cities have a prestige penalty, grassland cities get a food bonus, forest cities get a material bonus, mountain cities get a defens

79 Replies 222,080 Views

I've seen a lot about the farm/housing issue on here. I don't mind having to build things to generate food, or to find resources that increase my food generation. I don't like having to automatically build 2 farms and a Hut en masse every city level, and trying to sneak in a real improvement in there. Managing food should be a necessary part of running a civilization, managing the housing shouldn't be. Houses should just be automatically placed in the city. With

174 Replies 509,494 Views

#1 City Improvements Houses are the biggest issue I run into. No matter what I do, my city ends up at a standstill requiring reorganization to fit more houses. Why not make houses automatic? The city grows based off your surplus food and houses become sort of a pleasant visual buffer zone between the city improvements. This makes the city improvements spaced out and visually, a little bit nicer, with little huts and houses in between them. This might require r

174 Replies 509,494 Views

For the Turn Based playstyle, players should be able to "plan" their turns during other player's turns. Basically... I take my turn, and now it's Frogboy's turn. During his turn, I plan movement with an army set a city to build a lumbermill, and change my research. All of these changes are queued in my Plan Queue. The other players complete their turns while I'm planning my next. Then, at the beginning of my turn, I can view the changes to the playing field (maybe Frogb

187 Replies 424,168 Views

I put both BUG and SUGGESTION because I'm not sure if this is intended. I built a scout and put him on autoexplore. I went to the options and enabled Auto End Turn. Everything played the way I expected. Then, I went to move the scout to cancel the autoexplore. At this point, the scout continued to autoexplore and after each movement, my turn would end. The game started playing itself, essentially. I had to fight through dialogue boxes to the Auto End Turn option to shut it off and sto

2 Replies 3,951 Views

I have two suggestions on these. Overall, I like Soft 75. As far as happy and friendly enough, I completely agree. My first suggestions is possible some kind of bloom effect and some objects of contrasting colors to fill some of the empty space. Lava cracks on the evil side or light colored flowers, tall grass, or plant life on the good side. The other reason I think it looks gloomy is the fog of war. It looks like a haunted graveyard fog. Can you make this fog

73 Replies 136,362 Views