Bam! According to the most recent dev diary, shard control will only dictate a few major world ending spells. The rest will not be contingent upon it.
lwarmonger
[quote who="diamondspider" reply="140" id="2667541"] Not sure if the applies to how the marriage and breeding works in this game... can trogs breed with humans? [/quote] According to an earlier development diary the answer is absolutely. And the results are (apparently) pretty hidious.
ALL HAIL HYPNOTOAD. As soon as I get back in country, I am buying these.
[quote who="Annatar11" reply="14" id="2666763"] Obviously you guys have been working on it for a while and are better judges, but a 2-3 minute battle seems less than tactical. As long as there's enough opportunity for beneficial unit control (meaning, not just charge the enemy head on), it should be good. [/quote] I too am very interested in this. 2-3 minute tactical battles would make sense for multi-player, but for single player when my army of thousands clash with t
[quote who="Frogboy" reply="140" id="2665675"] I know what you mean. In Beta 2-A, they don't even have the Civilization and Warfare tech trees in there. It must mean they aren't even started... [/quote] OH NO!!!!!! The Civilization and Warafre tech trees haven't even been started! Everybody panic!
Well, forts really only are useful on the defensive, at least tactically.
[quote who="Frogboy" reply="19" id="2665173"] Mods are disabled in MP. [/quote] Will it be possible for all players to enable a certain mod for a multiplayer game? I think of all of the games I play multiplayer, and the majority of them are played with a particular popular mod that is in widespread use that all the players use by mutual agreement.
If castles were to be included, and I think an inclusion like this would very much add to the game, then they would have to be expensive, to both build and maintain.
This is a really good idea. Something like this needs to find its way into the game. Most adventurers should not be "owned" by a nation state
The ranges just don't work outside of the tactical map. If this is included it is the first thing I remove from my copy of the game. I'd really rather not have to go to th effort though.
One of the big reasons why I prefer to play PBEM games like dominions 3 as opposed to Civ4 multiplayer (although Civ4 single player with a mod like revolutions is still fairly interesting). More strategic depth (once you get over a hell of a learning curve), more time for diplomacy, and more time for actual strategy free from artificial time constraints (or boredom because you completed your turn too fast).
I would not qualify these humans as "good" necessarily. "Less bad" is I think an apt description. Or how about "human." Speaking of race, did we ever get an answer about conquering cities, and what happens to the population/buildings of a different race?
Agree 100%. A powerful and expensive pick that you make with your soveriegn at the beginning of the game should not be largely negated through you not being able to acquire a single rare resource. Those shards should enhance the power of spells in their field (or in any field... say a fire shard enhances fire spells by 20%, and all others by 5%), not be a prerequisite for them.
I began taking a look a Sins after the beta closed but before the game had come out. Most of the guys who were in the final beta seemed pretty optimistic to me, which was one of the reasons why I was so quick to buy the game. While I haven't had as much time to play multi-player as I would like, I was very happy with Sins, and would recommend it to anyone interested in the genre. I think I'll be happy with Elemental too. Just can't expect a finished product when the be
Encircling the enemy is not necessary, or even particularly important. To not destroy the enemies reserves (and I mean this in a broad sense, rendering ineffective is in this sense the same as "destroy") is to fight a set piece battle on their terms. That is extremely costly. To fight a modern war cautiously is to revert to a high tech WWI... both expensive and unnecessary. By "destroying" the enemies reserves you are rendering their C2 ineffective in addition to destr
[quote]In WWII the way to gain an advantage in an offensive campaign was to use many smaller armies attacking over a wide front. As in, attacking at only one location was never a way to win a WWII war, you always had to thin the opposition's forces with multiple points of attack on the same front ... otherwise the defender had an extreme advantage that goes far beyond numbers.[/quote] An attack along a single axis invites a counter attack along a single axis, so you are correct i
What do they do before you hire them? Or are these trainable units, as opposed to NPC's who you hire?
I think essence revitalizing the land is gradually transitioning from making the land livable again, to making it fertile and enhancing resources. I think this is a good thing.
I believe at this point they probably are working weekends, or at least half weekends.
[quote]The number of different items in the world is pretty low. The different items are also extremely boring / typical (healing potions, books that raise stats). There is the potential to add some really great items into the game that can also affect gameplay. Something like "Relics" (unique powerful items, only 1 copy exists for each relic) should be implemented. Imagine finding a book that is not consumable but instead rewards the sovereign who holds it a unique devastating spell that can
Are the NPC's out there that are acting on their own going to behave based on class (ie merchants trade, mercenaries work for nations for contract, adventurers adventure, sages invent, ect)? Are new level 1 NPC's going to spawn from population centers as the game goes on?
It makes you wonder though. Since temples will be in the game, why not some religion system? I just hope there is some mechanics that can both manifest that and make sense for it already in the game.
Keep in mind though that we are still only seeing very partial betas. And a lot of the things we discuss aren't actually that hard to change from a game mechanic perspective. I mean really, what we describe here isn't that difficult, and even my questionable modding skills with python should be adequate to bring a lot of this into the game.
[quote who="John_Hughes" reply="13" id="2662626"]I still like the idea of Merging 2 Towns a (L2 + L3) to create a L5 City. Any merger can only be done when the borders of 2 towns meet, say 4 -5 adjoining tiles and you have acquired/stockpiled the required Food to handle to new City size, based on the new merged Population #'s. As it is now, I can drop 2-3 Hamlets pretty close early but they always remain singular in nature. Merging would be an easy way to create Mega Cities
[quote who="Annatar11" reply="77" id="2662616"] Zap: "Kif, how many men did we lose?" Kif: "Ah, all of them." Zap: "Well, at least they won't have to mourn each other. Full speed ahead!" [/quote] Fantastic. I love that show!