[quote who="Vicente" reply="20" id="2133268"] Yes, it's true the devs can do whatever they want, that's why they are the devs. But players usually expect things to make some sense and follow some internal rules, even when speaking about magic. Or to be similar to other examples they know so they have an easier time understanding how things are supposed to work (for example, similar to D&D, a game the devs have named several times already). [/quote] As I wrote earli
NTJedi
[quote who="BoogieBac" reply="3" id="2132896"] If a 'Trade' treaty has been established, food (or whatever resource has been agreed upon) will be sent from the closest/most bountiful city to the player in question. [/quote] That provides a little insight into a long debated question... during beta testing I'll do my best to stay off this issue since everyone already knows I don't like the idea of micro_managing and babysitting caravan tra
[quote who="Insanetitan" reply="16" id="2132884"]I'd just like to point out, that even if it's fantasy, it still has to make some sort of sense. Why would destroying a wall have a different spell cost than building it? Especially if it's the same spell just being used differently. [/quote] Because a wall of fire enchantment you WOULD NEED a different spell... two walls of fire won't make them both go away. LOL Even in the real world it
I read most pages, but did not see it listed.... what type of CPU fan and/or CPU cooling is being used??? Being a perfectionist I want to know all details.
[quote who="Resist_The_Dawn" reply="4" id="2132536"] Sorry I'm pretty inexperienced at upgrading my comp hah. [/quote] Well if you've never upgraded the inside of computer than updating the CPU can turn into a bad experience. It's probably the most difficult piece to upgrade mainly due to making sure the CPU fan has the proper amount of adhesive and a solid contact with the CPU. Someone who's "inexperienced" might end up destroyi
[quote who="Vicente" reply="12" id="2132728"] Or to destroy the earth where the walls are resting. Castles have walls because attackers come walking from the ground. In a world were attackers can come flying, roofs make a lot of sense. And if you need roofs, you can't have structures as big as castles as they would be incredibly hard to build. Not to say that ballistas lack accuracy, rate of fire and turning capabilities to be effective anti-air weapons.
Hopefully the Channeller will have the power to choose his shape in the game which would allow for more unique game strategies... or at least something which can be modded. ON A SIDE NOTE: I see some devs referring to him as the Sovereign and others calling him the Channeller. I see one of the most recent screenshot which uses the term Heroes, yet on the forums we hear the word to use is Champion. So I guess lots of the o
[quote who="alway" reply="5" id="2131970"]Ya, it is a great idea. The only problem I can forsee is that unless you mod the channeler to be fun to control, battles may be a bit boring. A channeler would usually be in an army in battle, and so will need to be simple to control in battle to prevent it from being overwhelming in normal gameplay. This could leave the player of a single channeler as his army bored since they would have very little to do. [/quote] Actually you should pl
[quote who="Solam" reply="6" id="2131737"] I for one do not want to have a monster pumping node or whatever (at least in the begining). I think it will be refreshing to have a rarity of monsters. [/quote] It's easier to start with a large selection of outfits and use only a few combinations, as compared to starting with only a few selection of outfits and perhaps later wishing you had more choices. In otherwords a bowl of fruit w
[quote who="Zubaz" reply="6" id="2131889"] If my uncle told me to meet him in Munchen . . and I didn't have it on my map, I would have to get his map (marked) or coordinates. I would rather have that sort of thing happen in-game, not out of it. [/quote] That sounds much more time consuming and cluttered especially for a game with LOTS of players which means LOTS of different maps. Multiple maps, each terrain having 5+ names... why should I need
[quote who="Zubaz" reply="3" id="2131703"]You know, in meatspace, many places have multiple names. It's not that complex. On my German maps the capital city of Bavaria is Munchen. On my English maps it's Munich. If it were me, I'd store the users names locally and pass on to other players if they have X level of espionage or treaty. XML is cheap and easy. [/quote] The communication via email outside the game and typed messages where gamers type
Good idea... probably something possible from the modding features Stardock plans to include.
[quote who="olp33" reply="10" id="2131819"] and personally i think fighting in your home area should be an advantage ... ... [/quote] I also agree The topic title should probably be changed to Defensives for Underdogs
[quote who="Denryu" reply="5" id="2131521"] Wow, I just did some checking of Dominions 3 - I somehow had never heard of it. It looks like an awesome game although almost everyone warns of a steep learning curve. I am surprised that a game over 2 years old is still selling for $50. If you guys were in my shoes (MoM was favorite game ever, planning on spending a lot of time beta testing EWOM, etc) would you still recommend getting it? [/quote] The game is definitely wort
[quote who="Tridus" reply="23" id="2131423"]This is getting vastly over-complicated. Naming should be something fun and simple, not something burdened with 50 rules and 2000 lines of code to enforce them. If you and I want to both name the same river something else, who cares? In the past that river had no name at all, and I managed to tell you where I wanted you to go just fine using things like map pings or "that river Southeast of Shadowprey Village." Over-complexity
[quote who="landisaurus" reply="3" id="2131280"] . I *know* modding will change that, just based on how frogboy's been talking about it. (not to mention my own plans) I suspect that some fantastic creatures will be easier to obtain than others, possibly some coming in units or swarms (i mean honestly how else could something like a 'goblin' act on a battlefield holding mostly large units) [/quote] I also hope modding will allow for nations t
[quote who="Scoutdog" reply="6" id="2130987"] The player can be just as evil using high taxes to bring the same amount of gold. Citizens are going to be more likely to stay in a realm of high taxes compared to a realm of moderate taxes with very bad crime because losing family heirlooms and priceless antiques will hurt more than a sack of gold. I wouldn't say that. People are actually going to be less likely to leave an area of high crime that you can protect ag
[quote who="Scoutdog" reply="19" id="2130992"]It's not absolutely perfect, but I imagine that the devs could rig something up with font, stacking selectors, and floating labels. [/quote] Well on a game with a very large map and many players this would still be a problem. Say you receive a message to recieve a free item from another player who only wrote to meet him in Dunkans Forest. The world map might have 50 different forests... so you have to highlight each forest
[quote who="Scoutdog" reply="4" id="2130962"] I disagree with chopping off fingers to feed the body... hence stealing from ones own kingdom when other sources exist. You think that, and I think that, but the channeler might be a biiiiit less responsible. I think players should have the option to be evil if need be. [/quote] The player can be just as evil using high taxes to bring the same amount of gold. Citizens are going to be more likely to st
[quote who="Scoutdog" reply="17" id="2130930"]Why bother with naming rights at all? Just have everybody assign names, and have all the names show up on the map. For example, if I name a mountain "G'Nost Peak", and you name it "NT_Jedi_Is_Cool", both names would show up on the map pointing to the same thing. No confusion, no unfair naming rights, just the possible most obvious system. [/quote] Well that can be a problem for a game which has 20 human players and each of them
[quote who="Scoutdog" reply="2" id="2130946"]The plausible-deniability point makes sense, but what I am saying is if this guy is loyal to the CHANNELER above all else (and he would have to be), he could be trusted to work within the kingdom. [/quote] Yes the channeller should have the option of having a master thief on the royal council. I strongly feel this master thief should be used for stealing from independents and other opponents. My whole argument ha
[quote who="Scoutdog" reply="25" id="2130923"]I diagree with some of what you have said, namely that you would need a 3rd party thieves guild to steal from your own people. The way I see it, the sort of person you would have as a master thief could be TRUSTED to steal from your own people because the channeler is NOT a citizen. Just because they happen to pay taxes to you doesn't mean you can't collect some fees that aren't on the books. [/quote] You would not want to use your ma
[quote who="Fenhiro" reply="23" id="2130850"] Lol... you know when you think about it there's not much difference between a thieves guild and a government. i mean both steal from the people (thieves are just more honest/obvious about it). Everyone hates a taxcollector and a pickpocket (not much difference there either). And NTjedi, i can think of a few reps who would be worse then a master thief: a power hungry relative who either tries to manipulate you or tri
[quote who="GW Swicord" reply="12" id="2130465"] Quoting NTJedi, reply 8 ... The player who has the majority of ownership for a section of map terrain should have the ability to rename the location for everyone in the game. ... Still not sure I'll care for multiplayer, but if I did, I'd still want some ability to maintain the map coordinates & location names separately somehow. I'm thinking of things like "Istanbul's not Constan
[quote who="Jonny5446" reply="9" id="2130297"] Nice list Ntjedi! I'm pretty much behind tile types being as varied as possible.. obviously the more complexity involved the harder it will be for the random map generator to come up with reasonable looking maps (I mean you don't really want one spot of rainforest in the middle of a grassy plain), but I have faith the devs can do it Even if they can't, as Ntjedi says, I certainly could see how a tile such as the unpassable mountainpeak would be i