Spartan

Spartan

Joined Member # 2418788
37 Posts 1,250 Replies 32,508 Reputation

@Frogboy - great. That is what I had in mind. Except I hope the enchanted long swords were created by the avatar while "hanging out" in the town. I'm firmly convinced that enchanted items should be linked to the avatar's magic pool. I can see if special creatures are added with such abilities on a very limited scale but in general all the magic should come from the avatar. It would be nice to have weapon, armor, steed and siege equipment enchantment as proficiencies for the avatar. @L

148 Replies 497,209 Views

[quote who="Ron Lugge" reply="8" id="1932116"] So is this, if 2 or more people try to register a serial code on different accounts on the same day, it gets shutdown? Only one person can register the code, but if the same code gets used to download teh game twice in one day to vastly different locations, that raises a red flag.[/quote] The number is then blacklisted and becomes invalid.

21 Replies 63,006 Views

[quote who="vieuxchat" reply="8" id="1932085"]All enchanted? MoM had some buildings that would give basic magic swords to units. And that was good. If everything magic is only on the hands of hero and avatr.. it would a bit sad, no?[/quote] You misunderstand my position. Only the avatar could create magic items. And they take something from his mana pool - permanently. He can give them to whatever unit he wants. I think the mana system has to be looked at like a self contained economy

45 Replies 24,708 Views

[quote who="Sammual" reply="1" id="1931307"]Dominions has map locations that give bonus to spells cast from that location. I think it works very well. It would work even better in a game where you could NOT build a city or fortifacation on that location. It would make it a harder choice to decided if you want to risk your avatar or spell casting hero by putting him on that spot to get the bonus. I'm not a fan of locations that; allow the ca

5 Replies 8,532 Views

If you are going to do a penalty route for using opposing forces then I think 3x per type of difference. For example if there are eight magic styles in a wheel the going from the top to the bottom the opposite magic will cost you 4x3 or base 12 per spell. That would then be multiplied by level of spell. So if you want to use a level 4 spell the cost would be 48 times. I think 1000 plus it way overboard. Hell I'm not sure the system will have that many points. Shoot three times base may even b

114 Replies 310,289 Views

I think the full supply side system should be modeled in the game as well as the demand side and things should accounted for to the individual item with an option to have a simplified economy if the gamer so chooses. The real issue will be in how the AI would handle both systems. I don’t like hidden economy systems and all the bullshit that goes with them to be honest. I want the full system out in the open with detailed records and stats with an option to automate things at my leisur

148 Replies 497,209 Views

Maybe so but I'm of the opinion that all enchanted items should come directly from the leader. The only exception to this would lore relics and captured items from another faction leader - which would of course be from his mana pool.

45 Replies 24,708 Views

I like the WHFB and I think it would wrok well with one that accounts for all the variables that the CC one does.

28 Replies 75,418 Views
Reply to Warlords II in PC Gaming

WL was one of my favorite games back in the day. I loved the horse lords! In fact I often thought the whole system was a rip from JRRT.

30 Replies 125,992 Views

[quote who="Ron Lugge" reply="21" id="1931659"]OK, somebody isn't making any sense here. He suggested that a player could create an item (like the one ring) that would allow them to 'come back from death', but that that ring would cause whoever held it to go insane and do nasty things to their friends. THat makes sense for an evil object, but what about the good version?[/quote] ROFL. We are talking about different things brother. We were talking about the effects of the d

52 Replies 141,673 Views
Reply to About Art in War of Magic

[quote who="the Gorgon" reply="6" id="1931447"]Please draw as much as possible on Mucha - I love this style and it works so well with fantasy. Another inspiration I would love (and think I can sense in e.g. the cover art) is Larry Elmore (illustrator of a lot of Dragonlance and D&D stuff, especially dragons). He is awesome, especially for the background environments. For the environment you could definataley draw on this.[/quote] Yeah Elmore is good. He does remind me o

40 Replies 20,851 Views

I would love for the combat system that is used in Close Combat to be used in this title.

28 Replies 75,418 Views

[quote who="vieuxchat" reply="17" id="1930925"]50% would be too harsh. The idea is good, it would lessen the "go kill the leader" effect. Killing another avatar would need real planing due ti the fact you would be altered in your power some turns after the opponent death.[/quote] I was thinking 50% for a couple turns after then a permanent 20% base stat boost. The power to the units would of course be permanent. It should be selectable between offence and defense methinks. [qu

52 Replies 141,673 Views

I wish the dev team the best of success in all their endeavors with this project. I'm sure I can speak for many of us within the collective community, when I state that we expect great things to materialize for this title given its pedigree and the commitment to cause fostered by SD.

15 Replies 58,696 Views

If the general idea is to have some trade off of base essence for a revival I would like to see the "cost" going to the faction leader that killed the other. Maybe 50% to the leader directly and the rest to his units or something like that. It would surely go a long way in cementing rivalries.

52 Replies 141,673 Views

[quote who="Sammual" reply="20" id="1930431"] quoting post I believe games should require permanent tradeoff decisions. The most fun is when you have to make a tough branching decision on a path for example that closes down other options. But the idea of choosing a path that eliminates other options, I think makes a game more interesting. The best games are the ones full of meaningful choices. Having some choices be mutualy exclusi

22 Replies 74,179 Views

I decided to make a general news thread for EWoM on the official forums for it since I notice a lot of posts here that are not showing up on the Sins or DG sides of the house. Anyway, if anyone has some links to stories not listed here yet please feel free to post them and I’ll add them to the list. News reports on EWoM: Game Site 09/01/09 - Gamasutra interviews Frogboy on the game engine <a href="h

109 Replies 303,083 Views

I love the idea of a "wilderness slider" as well. For those of us that like grueling hard fought empire building before the real game begins and during such, a thing like it would be a God send to say the least. Remember folks one can never have to many options in a game.

20 Replies 14,724 Views

I think such a things would add a layer of intrigue but it would have to be implemented correctly or it would ruin the game fundamentally.

7 Replies 6,968 Views

[quote who="vieuxchat" reply="7" id="1929977"]Yep, that's just what I did FF --> ie --> FF[/quote] Glad to help. [e digicons]B)[/e]

8 Replies 27,907 Views