[quote]It's also Blatantly Obvious that I WAS NOT speaking for the people WHO DON'T want larger unit count[/quote] Make all the posts you want using your own voice. Saying you are making an 'official request' from the 'player community' is presumptuous to say the least.
DeadlyShoe
Nothing more pissant annoying than someone pretending to speak for me. Please dont.
I don't think the personalities are an issue so much as getting the AI to usefully asses its/its enemies status, and take appropriate strategic actions.
Dominions skates by on like... 3 sprites per unit, though. Hehe. EWOM certainly cant change to an entirely different graphics model at this point.
Why not just have a number of auto filters you can apply to a portrait? That was my takeaway from the OP. Filters are just math, and a small selection would let people who want more painting-like portraits have them.
I was talking to someone about this recently and it was pointed out that its cheaper to get a book of ancient magic than it is to get a sword...or even a stick. xD
[quote]This is not accurate and the reviews of other games tell the truth. When playing an RPG I would be plenty satisfied with Diablo_2 style graphics.[/quote] I'm pretty sure istaris point is that E:WOM needs to do more than draw 24(?) sprites to add a unit. (8 facing, 8 attack, 8 move.) Units need 3d models and appropriate animations; you cant just add (say) a Great Wyrm with the same amount of effort you spend on adding another humanoid unit. 3d has a number of advantag
I dunno about that.. sounds harsh! It does remind me of SOASE's expansion limiter though, where newly colonized worlds had a significant tax penalty against them until you spent resources to develop them.
[quote]Pioneers should NOT cost food. Level 1 CITIES should have a -1 food modifier (except for your capital, which should naturally produce +1 food or whatever). That way, if you lose a pioneer, you aren't out 1 food for the rest of the game :/[/quote] well, of course they should cost food, that way you dont have a stupid situatoin where your pioneer is sitting and not founding a city for lack of food. starting the -1 food when you build the pioneer smooths out the ga
[quote]I would say that a bunch of arbitrary statistics is bad. For instance, if there is magical lightning damage reduced by magical lightning resistance and that's one of several magic types, that's pretty darn specific. You're not likely to see that stat come into play every combat or even every other combat. It's not really meaningful or significant to get lightning resistance outside of very specific situations. It's complexity for the sake of complexity.[/quote] Well, the trick
yeah it would be easy to go overboard with every unit having a ton of statistics but that is a bad idea. Simple yet powerful is a much better idea in the long run. Unified '"Defense" just seems _too_ simple to me is all :^D
[quote]The problem with making every city cost food by default and taking out caravan bonuses is that food becomes -incredibly- valuable and the player is encouraged to rush pioneers to grab food resources in the early game. It means that empires become incredibly small and whoever grabs those first food resources has a massive expansion advantage. It also still does not encourage any sort of city specialization or give any benefit to having large cities; it just makes it a lot harder t
I agree with the original sentiment. I think having all spell schools on most sovereigns is pretty pants and reduces replay value by a lot.
I think if you just break it up from one dice roll into many dice rolls it will work fine, ala master of magic. right now, its an equal chance of getting anywhere from 1-12 damage on a 12 damage attack, yez... master of magic, 12 attack score meant you rolled 12 dice each of which had some chance of adding to your attack score. Defense worked similarly. So actually you have a probability curve where most of the time you had median attack strength, and very little of the time y
I like Sythion's solution(s). A small straightforward change or two is a better than a big rework, and it would have the added benefit of being thematic for a 'fallen world'. The only problem is that it makes players ability to develop their empire far more dependent on getting food resources than it is now. Slightly unrelated suggestion: Only your capital city starts with the magically 'purified' land, that grants food bonuses. (This would be a way for a ca
just move so you'rea djacent to more than one unit
cities start with defensive bonuses, any adventurer on your territory can be hired without talking to them in person, and you will almost certainly build cities that are next to lost libraries and arcane temples but not gold deposits.
if you're getting huge slowdowns somewhere submit a bug report.
ravenx how can you simply ignore master of magic?
i dont think anyone wants multi-turn casting. it's just that 8 ice bolts in 1 turn is ridiculous
gameplay wise sc2 looks pretty crappy. I know some people swear by it but ugh. However their campaign fmvs are pretty impressive - MUCH better than their crappy work in WoW. Even if they have a standard Foppy Prince for a bad guy. http://www.youtube.com/watch?v=C_E83GfWM-A I was going to wait for the price to come down but after this vid i might just grab it. Def sticking to DOW2 for RTS
180,000 is plenty for an accurate survey and a survey conducted online != the justly-maligned 'online polls'. there might be some bias in the poll but unless you look at the guts of the beast you have no idea what if anything theyve done to weight the poll and counter that. Every political poll uses a 'likely voter' model, for example...
i get this too but I think this was a 3c change.
The notion that you need more stats is provably false. MOM only had attack, ranged attack, shields, resistance, hitpoints. It was perfectly fine and quite interesting combat system. Granted mostly thats because it had abilities on its units. Abilities are coming though. Resistance would actually be a nice mechanic to implement, it would serve to make champions/dragons/etc. far more resistant to magic than foot soldiers without requiring big hp boosts.
[quote]I can't see myself having these options turned on. Imagine you're in the middle of an awesome game and pooof, AI dude #3 wins because he casted a spell...[/quote] IIRC, you need to control at least one of each elemental shard to cast the Spell of Making. Not an easy task. Only the Master Quest can be 'poof'.