Scorpiana

Scorpiana

Joined Member # 2377048
7 Posts 262 Replies 211 Reputation

[quote]It would be cool to have this feature. AoW - SM had a system like this, and I loved that. Example [How is this system works?]: If an enemy army is surrounded by 2+ allied armies [player or computer controlled], and one of the allied armies launch an attack on the enemy army, the other allied armies will participate in the battle as well. => So basically it's attacking 1 tile from multiple directions.[/quote] Sounds nice. I don't know if you ment this to be included, but if t

20 Replies 82,494 Views

[quote]Nobody like time travel spells, except Raytay?[/quote] I can't speak for everyone off course, but I don't like them. Imagine you've just cornered the enemies dragon and defaeated it barely. Now, the enemy just casts his undo spell, and you're facing the same dragon with what is left of your army insuring almost certain defeat. What is dead should stay dead I think...

11 Replies 49,266 Views

Nice ideas, and I concur with most of them... [quote]I would also like to suggest a peace treaty system along the lines of the one used by Paradox in their Europa Universalis games, where conquered territories are de facto, rather than de jure, the possession of the conquerer until confirmed by treaty.[/quote] But I don't really understand what you mean by this. As I haven't played EU, and English isn't my first language, I don't really understand the difference between 'de fa

7 Replies 6,519 Views

[quote]I agree, all leaders shouldn't have the same set of bonuses. Maybe it looked like I am strongly against this idea, but I am not. You have to understand that between an AWESOME idea, and a SUPER COOL feature, is a thingie called "implementation". Even though I am excited about this idea, I see a couple of issues, and it's important we discuss them.[/quote] Ok, now I understand better what you ment and I concur more with what you're asking for. Thanks for the extra explanation.</

13 Replies 8,826 Views
Reply to City Building in WOM Ideas

[quote]Well, that was quite a wall of text I'd say. Anyway, it is a complete revamp of the current system, but imho it would lead to a much more organically looking and growing world, would remove some annoying micro management. Would help against city spams and would free city designing from the need to only care about resource connections. This would open much more interesting city designs imho, giving players more abilities to make cities look like they want.[/quote] I like your id

28 Replies 98,443 Views
Reply to Join Beta in War of Magic

If you pre-order the game, your account will be billed at the moment you're able to download the game. So, either when you are able to join the next beta, or when the game is released.

17 Replies 11,048 Views
Reply to City Building in WOM Ideas

I like the idea, but not the numbers... An estate that only houses 2 citizens? I really think that isn't enough. When I think about an estate, I think about a big, rich family (maybe even more than two generations) with servants living in the same big house with big gardens... So, instead of decreasing the number of citizens, how about increasing the place taken up? - Hut, Hovel, House all take 1 square in the city - Estate takes 2 squares - Mansion takes 4 squares

28 Replies 98,443 Views

[quote]Let's assume we have two leaders: Aaa & Bbb. Aaa was spawned not far away from a nest of spiders, while Bbb landed somewhere in the middle of nowhere. Aaa was killing those pesky spiders, while Bbb tried to expand his territory. Due to the fact that Aaa fought in X battles he will have an edge over Bbb when they meet.[/quote] I can't see how you'd find this too RNG dependant. Player Aaa might have those spiders close by, but player Bbb can expand more easily and get too unl

13 Replies 8,826 Views
Reply to Join Beta in War of Magic

[quote]I think its sometime next week! [/quote] No, next week we'll get beta 1C as far as I know (and nothing goes wrong), beta 2 will be for january next year at the earliest I think (if we count on 2 weeks between each beta 1 step...

17 Replies 11,048 Views

As we are still at beta 1B, I doubt beta 2 will start anytime soon... 1C is planned for next week I think, but at this speed, beta 2 is still at least 2-4 months away... I think you should count for at least 1 - 2 weeks between each step, so I guess end of januari at the earliest.

172 Replies 321,309 Views

You know, it might be interesting / fun to read some of these threads where you are accuessed of trolling, could you post some examples? Just so we can check and see if they are right off course... [e digicons]:-"[/e]

56 Replies 125,172 Views

[quote]Can a TBS-optimised game engine be good for non strategy games? There's no such engine out there, as far as I know, so it's hard to compare.[/quote] I don't know about a TBS-optimized engine, but at Blizzcon, Blizzard showed some mods made using the StarCraft II engine, one was a Shoot'm Up, the other one was a FPS. So, yes, I do think that a mod-friendly TBS engine could be used to make some completly different game and be good at it...

48 Replies 105,825 Views

Living in Belgium, I ordered it at Amazon UK at 32.32 £ or around 36 € (Including shipping). Which would have been more or less the same as if I bought it on Impulse and still a lot cheaper then buying it at a local store at around 47 €. I got a message this yesterday that it's on it's way, so either today or monday I should have it...

47 Replies 91,898 Views

I'm afraid I see some problems with your idea... [quote] Then you can add a 'take nothing' option which removes no RP at all, and in 10 more RP you get another roll of the RNG. You would use this if you don't want any of the techs offered enough for the RP costs, or if you wanted to turn a RED into a YELLOW (hopeing to get it again now that it's yellow) and save 40-50% of your RP. ( this option would NOT unlock new techs to become RED , IE&n

3 Replies 3,997 Views

I'm with pigeonpigeon and landisaurus on this, the time needed to make a decent creature editor / creator is probably better spend on some other features. Although it would be nice to have, there are more important parts to put time in (Economic model, diplomacy, ... ), otherwise we'll just end up with a Spore 2: Nice Editor, No Game.

30 Replies 29,882 Views

[quote who="Nathikal" reply="14" id="2430086"] I'm reminded of going along the Communist trail for social prefs in Alpha Centauri. Pravin Lal, leader of the democratic faction, would often open communications just to tell me how foul I was, and threatened war if I didn't change (I was an affront to the rights of the people or somesuch) until eventually we WENT to war. It didn't matter that my military was better , or that he was the better diplomat. Altogether, he h

17 Replies 10,515 Views

[quote]I am more of: i don't care how unrealistic it is, as long as it is fun and rewarding to play.[/quote] I can totaly agree with this, the more fun the better. If we have to choose between two more or less equally fun options, I'd go for the more realistic one, but if it's between one fun unrealistic option and one unfun realistic one, I'd go for the fun one. Off course, it never should get so unrealistic as to completly suspend my belief in the game world.

21 Replies 9,392 Views

[quote who="Sarudak" reply="15" id="2425982"]From frogboy's last journal though it looks like they already have a pretty good idea of how the economic system is going to work.[/quote] Then we'll just have to shout loud enough for them to change it... [e digicons]}:)[/e] Anyway, I like your idea, and it certainly sounds more interessting compared to the currently planned resource system.

21 Replies 13,851 Views

[quote who="Malsqueek" reply="19" id="2428410"]Seems to me that there should be a difference between "city" and "settlement". Have settlements be built by settlers, created at cities (much like traditional TBS games), and cap their development at 2 large squares. That gives you enough room for one resource and some stuff or two resources. Settlements do not reclaim land the way cities no, nor are they are versatile or productive. If a sovereign feels so inclined,

24 Replies 19,776 Views

I already posted this link in another conversation, but it might be interesting for people following this discussion as well. It's a site from someone who did some research in population density / city density in Medieval Europe, and extrapolated this to some basic calculations to make a 'believable' fantasy world.

17 Replies 69,973 Views
Reply to On population in WOM Ideas

[quote]Personally, I think a few "great" cities should be able to make it to the hundreds of thousands.[/quote] I think we should keep in mind that the game is about an almost destroyed world getting back on it's feet. A city with more than a hundred thousand people in it should be very rare I think. I've been trying to find some exact numbers about city population in our medieval times, but can't seem to find many conclusive numbers but... By t

9 Replies 47,789 Views

Hi there, a big welcome to the new team members. I hope you'll have as much fun working on the game as we will have playing it...

61 Replies 237,457 Views

As you can see in the screenshot, my sovereign is outside my city. But when I select my city, it looks as if there are 5 sovereigns inside as well. When I started this game, there was a spiderlair just to the right of the city and two spiders roaming around as usual. Every time I attack a spider that's on the city square, the sovereign is added to the city screen. After I defeated the spider, another sovereign is added. I can only select one sovereign to get out the city and the others just s

1 Replies 1,436 Views

I think the current plan for the next beta is late fall, early winter. Off course this will probably depend a lot on how the patches / updates work.

2 Replies 2,944 Views