drrob

drrob

Joined Member # 2397136
10 Posts 50 Replies 631 Reputation

#12 USE OUTPOSTS FE has a new game mechanic called Outposts. They’re not cities. But they allow you to expand your zone of control far and wide. The resources will then flow to the nearest city letting you create a handful of super cities. It is better to have a few mega cities than a bunch of crappy ones (each time you found a city, your faction prestige is spread further out which slows growth in all cities). It also lets you claim land. </b

42 Replies 127,102 Views

2 Things 1) If food is only local, that means I can't create a settlement in a forest with +2 food and support the settlement in the desert right next to a gold mine and Adminintuim patch that can turn out production of max pop city (MOM analogy, sorry). I suppose if no one has the "war machine" city that pumps out all the best units, it all evens out, but I like the idea of specialized cities for organizational purposes. 2) Seper

18 Replies 18,961 Views

Damn Frogboy, it's Sunday night. Don't you ever take a break? Anyway, my $.02. During the Beta, have a simple poll on the forum. "Is this game fun?" Perhaps version it at each update? If (isFun launchGame = FALSE Don't assume you will work out the fun after the release. Bug fixes, sure. Fun. No.

93 Replies 300,220 Views

This is an excerpt from his recent interview with Gamespot. "The real influence for Fallen Enchantress was Master of Magic. There are some touches that are similar to Fall From Heaven, but the game manual I always have in my laptop bag and the design I return to when I consider going down path A or path B is Master of Magic. That doesn't mean that I always do what Master of Magic did; we have to do what's best for Fallen Enchantress. But Master of Magic remains

21 Replies 80,360 Views

I pre-ordered the game a full year in advance when i heard if was the spiritual successor to Master of magic, my favorite game of all time. I played it the 1st night it was available for download when the street date was broken. My reaction was "what is this is crap? WTF Stardock?" Being a big supporter of the company, I knew they would be passionate about the user input and they would get to fix it up soon. I played a

30 Replies 25,973 Views

Greetings Derek. My best advice to you would be to take Elemental and redesign it to be Master of Magic. Once you've done that, you can throw in all the custom animations, dynasty stems, resource capitals, ect, you want back in, as you will have the MoM base to work from.

113 Replies 371,846 Views

The only input I would give would be to make sure bonuses and weaknesses are BALLANCED! Take for example, Gnolls from MoM. Horrible. Barely any strengths, many weaknesses. The only time I ever played them was when I wanted a challenge. When making the race designer, place only abilities that MATTER.

151 Replies 387,140 Views

If i remember correctly, the Civ 2 advisors were extremely annoying (war guy allways told me to either build up my army or go to war, science guy allways said "research more" or "we're #1") \ Please try to avoid this.

71 Replies 136,700 Views

If I remember from Civ 2, the length of the turn decreaed as you progressed in the game. When you started, a turn would represent 50 years. By endgame, a turn only represented 1 day. Correct me if I'm wrong.

27 Replies 33,317 Views

If I remember from Civ 2, the length of the turn decreaed as you progressed in the game. When you started, a turn would represent 50 years. By endgame, a turn only represented 1 day. Correct me if I'm wrong.

27 Replies 33,317 Views

[quote who="John_Hughes" reply="56" id="2586043"]If the "Global Resource" transportation issue takes into account that build times include the required movement of said materials from a "have" town to a "have not" Town, via Caravan, than it is not that big a stretch to imagine it working as in reality. [/quote] Wow John, i think you nailed it (pun not intended, but it worked). That adds realism and simplicity (fun) to the Global resource network

94 Replies 213,126 Views

[quote who="Tridus" reply="54" id="2585999"] Because it's totally realistic that nails created in one city can only be used in that city, right? "Materials" are generic building materials. Things like lumber, nails, and so on. A workshop provides those materials (and once you can create one, a mill on a forest tile produces a lot more). It's totally realistic that you can move these materials from one city to another in order to build things. That's pretty much how EVERY

94 Replies 213,126 Views

So I just checked out the 1z update. Pardon my traditional TBS mindset. How on earth does building a workshop in one city add materials for another city? In my mind, it would be like in MoM if you had a 25 pop city all switched to workers using their production to build a barracks in a new outpost you just created. Again, i'm sure it adds to the fun of the game to have food and material be global

94 Replies 213,126 Views

[quote who="Frogboy" reply="37" id="2585505"]I think we'd lose a lot by going to local-only resources. For example, I should be able to starve an entire kingdom if they put all their eggs in one breadbasket. Local-only resources removes multiple dimensions of strategy. One of the reasons why TBS games tend to have a grindingly painful end game is because of local-only resources. In the typical TBS, EVERY game ends up a war of attrition. Not

94 Replies 213,126 Views

"The average person doesn't live anywhere near a farm. I live near Detroit. Not a lot of farms near Detroit." Indeed, but the food got from the farm to the supermarket somehow. I totally agree that food management is not fun. Other may disagree. I also agree that food SHOULD be a global resource. My issue is that there must be a SYSTEM to transfer the food from producers to consumers, and there must be a cost associated

94 Replies 213,126 Views

So with the new design change of food being a Global resource, i started to wonder how that food just magically gets from one town to another. I suppose the underlying theory is "if it makes the game more fun, who cares?" As gamers, can you accept any excuse of why something is happening as long as you get enjoyment from it?

94 Replies 213,126 Views

So if food resources are Global, how does food get from one city to another if there are no roads between? Magic?? Maybe there could be a system like in Moo2 where you had to build freighters if you wanted to transport food or people between start systems. There could be a "food cart" network that you pay into (say 10% of your base gold reserves) At the full 10%, your kindgom is happy cause they're getting their 3 squares fresh and o

191 Replies 604,364 Views

So is the regular manual a dummed down version of the LE manual? ie: Regular manual - Shards : Shards are good. You want them. Limited Edition - Shards : Shards (the base of magic in EWoM) are vital to all aspects of the game. The RNG places shards at coordinates Z,Y,Z (which can me manipulated by following the formula on P.199) and ca

137 Replies 441,924 Views

OK my turn (week pun). Two ideas: 1) Maximize fun, and it doesn't matter So we all agree that sitting at a "Waiting ..." screen while other people take their turns isn't fun. MW2 solves this by letting you see each other player while you wait for the natch to end. IMHO, this isn't as fun as playing the game, but it's better than a "waiting" screen. (I think a better option would be a meta game bewtween all the elimiante

187 Replies 423,832 Views

@ red1939 Very detailed and thought out ideas. I hope the majority of them are implemented. On a side note, if "worst nightmare" doesn't get added as a quest, I would hope that "Summon a valcano with a demigod that spawns demons to attack your enemies" could be the high level Chaos sp

176 Replies 646,672 Views

Separate quests into 2 categories. A) Quests : Messenger from (place) needs you to (help/attack/find) object Y. Choice 1) I'll do it (+ what you receive) Choice 2) I won't do it, but i'll do something else (+ what you receive, - what you loose) Choice 3) Leave me alone.

176 Replies 646,672 Views

[quote] Finally, the major difference...Have random and player incited events that you can make one of 12 or so decisions for, each having different consequences and each contributing to one of these traits. For example. RANDOM EVENT: Another player has found a large beehive colony and is willing to trade it to you in exchange for 5thousand of your citizens to be sold into slavery. The person offering is also the opposite of your race(fallen/humans). What will you do?

48 Replies 160,093 Views