[quote who="Scorpiana" reply="3" id="2400832"]The idea sounds nice, but I think the cost shouldn't include essence. If they go with your proposal, it would cost 9 essence to build 1 fully upgraded building. As building a city only costs the initial 5 essence (as far as we know), 9 essence for a stronghold seems much to high for what you proposes it offers... [/quote] Well yes, it can be tweaked. Perhaps the buildings should offer more bonuses or as you've mentioned
Tormy-
[quote who="Wintersong" reply="94" id="2400752"](Lucky) skillful players? [/quote] Nay, it would be a foolish thing to play without the "being able to be ressed" setting imo. :P
^ The question is: Who would choose to play with +att/def/whatever settings over being able to be resurrected?
[quote who="Raven X" reply="1" id="2400675"]You forgot one. The Mage Tower not in a City by Raven X Excellent idea btw. [/quote] Oh I've missed that one. Yes indeed, it's a similar suggestion sort of....except that I've mentioned "basic" military buildings. :)
[quote who="Scorpiana" reply="37" id="2400418"] In a case like this, I think most of the peasants would start running even before the fight really started. So 100 peasant defeating 2 knights? I really doubt it. [/quote] While we are at it, I really hope that a MORALE system will get implemented. It's a must have.
If this is not suggested yet... -> Overland military buildings/constructions https://forums.elementalgame.com/366248
*Updated* [Updated stuff = highlighted text] I think that having overland military buildings would be a good thing. It would work "Civ4 style". Pioneers would be able to construct Watchtowers on the strategic map. This military building could be upgraded later on & it has 3 purposes: 1. Expanding the size of controlled territories 2. Eliminating the Fog of War in the given area 3. It will boost the DEF&
While we are at it, I think that we should be able to resurrect the Sovereigns, if the player has the necessary special units. Example: Ritual of Returning - 3 High Clerics needed in order to start the ritual. Lasts for 10 turns. It could work very well as an option. [IE. Game setup screen -> Ritual of Returning as an option -> If the player wants to play with this setting, simply allow it.] Yeah, this is against the core concept I guess[..is it?]...but it would be good to have addition
[quote who="keithLamothe" reply="77" id="2400065"]For the beta, let's try something simple for sov death: - if defeated outside your influence, game over - if defeated inside your influence, lose 5 essence; if you don't have 5 essence, game over [/quote] Sounds good, but it should be combined with Froggie's Attack/Defense idea imo. :)
[quote who="KellenDunk" reply="30" id="2398728"] Quoting ZehDon, reply 29 I doubt we're going to get an 'I.W.I.N.' spell Actually, that's one of the victory conditions. "The spell of making" roughly defined as the "I.W.I.N." spell. [/quote] Am I the only one who will disable that victory condition? :D
^ Chamber of Mazarbul [Moria] anyone? Pure awesomeness...[e digicons]:thumbsup:[/e]
Just a note: Summoning "temporal" creatures in battles is also a must have. Like summon an Earth Elemental in a battle, which will disappear after the battle ends. :)
Donkey rider! :D
[quote who="vieuxchat" reply="75" id="2398090"]Like in HoMM in fact, no? The more markets you get, the easier it's for you to get resources. [/quote] Indeed. It should work like it worked in the HoMM games. That was perfect imo. :)
[quote who="Ugrok" reply="52" id="2399259"]On Sovereign handling : I like the "heir solution" mentioned before. Your sovereign dies, his son/daughter/mutant weirdo baby takes over, with no experience. Or, maybe you can use a system a la Dominions 3 : 1 - Your sovereign should always be necessary, be it for research reasons, resource reasons, or fighting reasons. You can't win a dominions game without your god carrying research, researching magic
^ Lol! Same here....:D
[quote who="Peace Phoenix" reply="3" id="2398188"] Instead, we’re now leaning towards if your sovereign is attacked and your side loses, the sovereign flees to the nearest city. Looks like sovereign hunting won't a viable strategy. That should help the AI. [/quote] Indeed, and it's a good change. :) Now let's hope that the AI will play perfectly if he is going to attack with his Sovereign. This new rule will be helpful even in that case. Why? Sim
[quote who="ZehDon" reply="64" id="2397220"] Quoting PurplePaladin, reply 63 I think being able to have a "trickle" of every nessessary resourse is a must. Learm from Civ4's mistakes: I've played Civ4 for years, and I can't tell you how really bad it is for gameplay to not have oil, or horses, or iron, and you absoulutely can NOT make a unit if you don't have the resourse. On the other hand, if you get more than one resourse of each type, it's
[quote who="SnallTrippin" reply="2" id="2397810"]Yes, it's a lightning storm over an exploding volcano, which seems to happen a lot for various, disputed, reasons. [/quote] Amazing...[e digicons]8C[/e]
[quote who="Mazuo" reply="3" id="2397736"]Option 4 for sure here. One thing I wouldn't mind explored however is some more stats for units. STR/DEX or AGI/STA or CON/INT or MAG [/quote] This. :)
This sounds neat! [e digicons]:thumbsup:[/e]
Phoenix - That is a very good idea also... Ah well, we've posted many suggestions already. :D
Okay, I copied all of the fonts to the windows/fonts directory, but it didn't helped at all. [I am running the game as admin btw..] It still looks like this:
Here is the debug.err [the pastebin site is down atm] : http://freetexthost.com/zzc6qd1bhy
Not so important suggestion, but I think it's a good idea regardless...-> Armor Coloring - https://forums.elementalgame.com/366022