[quote who="Frogboy" reply="5" id="2682532"] Quoting strager, reply 3Speaking of Diplomacy - Can we still trade technologies? For v1.0, no. The tech trading in GalCiv was never satisfactory and we are trying to avoid that here. Buy beyond v1.0, anything is on the table.[/quote] And there was much rejoicing! [e digicons]:w00t:[/e]
Ephafn
[quote]I would like to hear other ideas on essence btw. [/quote] My suggestion: 1- For every point of essence, the sovereign (or any hero) get a 10% bonus to all is stats. Having at least one point of essence allows heroes to cast magic. 2- The sovereign essence increases slowly over time, but quicker at the beginning of the game. It takes 5 turns to get your first extra point, then 6 turns for the next, 7 for the following, etc. Essence can not be incr
I also agree with the kit suggestion. Units with bows already need a special building to be trained, so why not use the same mechanic for specialized units?
[quote who="Frogboy" reply="3" id="2677333"]There won't be a "tax" system per say. Instead, we need to reward players more for building up fewer, bigger cities.[/quote] I can understand why a tax system can be hard to balance, but wouldn't a tax system actually favor larger cities over small cities spam? Since food is scarce, and higher level cities have access to denser population buildings (like the slum or houses versus huts), restricting yourself to a few cities with a lot of hous
In the current beta (3A), the research categories for both Kingdoms and Empires are quite similar. Imperium Civilization, Conquest Warfare, and so on for the next 3 categories. Of course, inside each of these categories, Kingdoms and Empires get different technologies, but that doesn't change the fact that what is contained in each of them is pretty much the same. If you want to extract resources or build up your towns, pick the first slot. If you want to create strong arm
I would like some spells with both good and bad effects, especially if they are castable on both allied and enemy units. Of course these are harder to deal with for the AI, so I'd say they should come with some hints for the AI. Spell Name: Hermit Kingdom Strategical Arcane Knowledge: 200 (a lot by mid-game standart) Mana required to cast: 30, is also an enchantment Shards: 2 Earth. Enchantment:
[quote]Because Kumquat is a PC-only graphics engine, it can make a different set of trade offs than the traditional cross-platform engine. Namely, it can assume players have a considerable amount of memory (1 gigabyte is the minimum total system memory to play a Kumquat based game – very little on a PC but twice what a current generation console has). Thus, a given game object can be made up of many sub-objects (which use more memory) but can be dynamically turned on or off based on 3D
[quote]WINNER. TAKE. ALL. This is the part where we want to hear your opinions. We do ask that you keep an open mind on what we ultimately go with. My opinion is that the attacking player has the onus to finish the battle in N turns. After N turns, the attacker morale starts to go lower and lower at which point the defender can come out and make mince meat out of them. The question is, what should determine what N is? Or should we allow retreating? Should we allow draws? I’m a
I got the bundle a few days ago, and I must say that was probably the best 40 bucks I spent in a while. Aquaria and World of Goo are both awesome games. Lugaru was too short, but I can't really complain about it (I haven't tried the two others yet). And best of all, I don't have to reboot to Windows to play any of them (I mainly use Linux).
Are these NPCs going to stay in the final version of the game, or are they only going to serve as temporary ones for the Beta? If this is the former, I assume we should restrain ourselves to "serious" NPC and avoid silly blue-skinned ones.
[quote]Spindly legs good. Fat stubby legs bad.[/quote] Not necessarily true. While it is not necessarily true for all game, the ratio of a unit/monster/whatever total size to its bulk is quite important. If you have all spiders have long spindly legs, then you'll either be left with the "meat" of the spider quite small on the screen, or have the total size of bulk+legs be way to large. In strategy game, it is especially important that the player can easily recognize a unit at
Well, I'm pretty much exclusively using the Recent Posts feature, which is equivalent to flattening the whole forum, including the Off-topic section. So maybe I should try that feature as a decent half-way point.
[quote]This is supposed to be present. You can send out poorly-training peasants, or take the time to train them to be elite.[/quote] The interface is already there, but as far as I have been able to see, it isn't implemented yet.
Rigma makes me think of magma. Not that it's a bad thing [e digicons]:-"[/e] ...
Well, in one of my 1G game, I had a food source (I think honey), a mine, a shard and a (multitiles) forest in a very concentrated spot. Of course this is going to be depending on the map generator, but I don't such a concentration is bad thing, as it reduces the need to have many cities to have at least of every (important) ressource.
For the first betas, the player was restricted to (city level * 8) tiles when building city improvements. That was the only restriction. While I personnally liked that system, it caused problems as it often left cities unable to grow (lets say after building one farm and one mine, you couldn't add the necessary huts). In beta 1G, this has changed to have a large number of tiles available, even at city level 1, but even this limit is supposed to go away soon. To compensate, now cities
Some random suggestions (mainly relating to the dynastic system) : Xenophobic : Cannot marry your children to other kingdoms. Mutant : Offsprings get random traits, either positive or negative. Sterile : Cannot get children at all. Leaking essence : Lose essence for every offspring. Harsh parent : Offsprings go from "child" to "adult" at an earlier age.</
In beta 1G, the Mining tech is unaccessible, as it requires Harvesting, which doesn't exist. Edit : This has been fixed in today update.
[quote who="Frogboy" reply="11" id="2549692"]In Elemental, the pre-canned text will NOT be silly (except some in the beta).[/quote] Awww [e digicons]:'([/e]
Why not do like the Roman Empire and let any military unit to build a road? Of course the building speed will have to depend on the number of troops, but that would completly remove the need for a specialized "worker" unit.
[quote who="edpfister" reply="9" id="2547386"] But what about the original posters question? What is the benefit of death magic? Will the game actually make farming and production worse for kingdoms on "death" lands? If so will death magic be that much more powerful than life magic? They are interesting questions and now I'm curious.[/quote] Just wild mass guessing here, but wouldn't "death" magic good at leaching energy from living things? So "death" magi
Hum, the governor system would seriously reduce cities spamming (a big plus in my mind). I guess the channeller will be considered as a governor too, so that you always start with one. As for only allowing ressource improvements from being built away from the hub, I would suggest allowing all buildings to be buildable away from it. That way you reduce the number of exceptions in the rules, and you allow watchtowers to be built in reasonable locations. Of course putting your houses out
[quote who="Ellestar" reply="1" id="2544627"]What about AI modding? Possible? Impossible? Can change C++ code? Can change only Python code? Only XML settings?[/quote] Sorry, if it's redundant, but I have the same questions. Hopefully we will be able to change the full AI logic. And I would have to add two additional questions : 1 - Will it be possible to have different computer sides be controlled by different AIs? (Like in GalCiv2) 2 - Will we be able to mod h
Errr, aren't you the boss? Cannot you just bump the Impulse announcement instead? [e digicons]:-"[/e]
[quote]The race of the Krax are a sub-group of men who are on the side of the Empire for instance. They are men who practice death magic.[/quote] I though that the Kingdoms/Empires split followed the Men/Fallen distinctions. So if there is a men Empire, is there also a fallen Kingdom. i.e.: Are all fallen death magic users, or are some using life magic?