[quote who="DrApostle" reply="25" id="2792455"]Ideas to speed up movement (brainstorming): 3. Create a second "Caravan" tech to decreae movement on roads from .5 to .25 [/quote] I'd love to see the introduction of paved roads (as an upgrade which could reduce movement cost to .25), but I'd hate to see it as another caravan tech. Caravans automatically creating roads is cool and reasonable in that there's now traffic so it creates a natural dir
tanafres
[quote who="Black-Knight" reply="37" id="2792574"] I was hoping he was joking... Well having the Moon in the name is very appropriate Brad, since teleport is a SCIENCE FICTION FEATURE NOT A FANTASY ONE![/quote] You say that a lot, so let me point out that there are 2 types of science fiction: "hard "sci-fi and fantasy in space. Teleport is in the fantasy in space camp, and is a longtime staple in more traditional fantasy as well, mostly as gates and sometimes
[quote who="Teslacrashed" reply="14" id="2790884"]I do think having rivers would help add variety to the world's map and view, making it more pleasing to the eye and immersion.[/quote] Not just that, but as others have posted, there is tremendous potential in rivers - just look at real history. Naturally defensible borders, transport, and productivity could all factor in.
By the way, it's great that this is being added, it will really help the flow of information. Thanks!
[quote who="Vinco" reply="49" id="2790731"]Perhaps I've been too busy lately to follow closely, but is there a good way to remind one's self about the resources utilized by and/or near the expanding radius of a city in the process of leveling? It's sometimes difficult to decide the best bonus to choose, and an extension of this window during bonus selection might be nice.[/quote] Not for unutilized nearby resources, but the city is selected during the bonus questi
[quote who="Nymphara" reply="26" id="2790548"] The population could simply be displayed as current/max, i.e. 88/100. [/quote] This. Please don't use colors - I don't want my resource harvesting or influence spreading outpost that I don't want to ever grow past 10 to constantly grab my attention with glaring red numbers. As others have mentioned, displaying all of the resources, with sortable columns would also be great. &n
[quote who="wesleytj" reply="10" id="2790375"]... Found Stardock bought MoM rights and that this game, while not meant as a direct "sequel" in the standard sense, is nonetheless it's successor in some ways. [/quote] Stardock tried to buy the rights to MOM, but Atari got all weird on their requirements and pricing for what is essentially (much as we all hate this fact) a dead franchise opportunity. After that, Stardock decided to go in a more original
[quote quoting="post"] I would enjoy coming across a rare resource on the map that would lower the cost of improvements and training in the city it is linked with. I was thinking it would make sense for this to be a fuel source, like coal maybe. The trade off of using this resource would be lowered prestige in the city that uses it. Burn lots of coal, things get a bit automated and cheaper, but your city is filled with coal dust and soot and people are less likely to m
[quote who="Magog_AoW" reply="2" id="2786413"]Yes, towers should be buildable anywhere within your territory, and they should give a defensive bonus to units stationed in them. Other units should not be able to pass maybe in a one square radius around them. This will make it possible to build defenses at strategic locations. [/quote] Garrisons and zone of control for the win!
Fabulous, necessary idea :-)
[quote quoting="post"] Non-sovereigns casting spells in combat have their mana reduced to zero at the end of combat regardless of how many spells they cast [/quote] They don't have to cast to go to 0; I'm not sure if they have to be with your sovereign or not, but simply being present in a battle is likely to reduce mana to 0 (not all the time, but pretty often).
Personally I'd love to see the sovereign and champions have a full RPG level-up, with distinct ability trees, specializations, etc. While we're at it, a more visceral / interactive equipment screen (paper doll, maybe) would be great. That said, I expect those are waaaaaay out of scope; either of the existing suggestions (tiered or more common levels) should be helpful.
[quote who="Rogueleader89" reply="28" id="2775833"]sounds good, will be very happy to remove animations in tactical battles,[/quote] My hope is that when they have a bit more time, there will be 2 sliders: combat animation likelihood and spell animation likelihood, so you will occasionally get the extra flair of the full animations, as often as you like but pseudo-randomly (abort-able with a click, of course). Best of all worlds!
Cities don't cost any food unless you build housing or merchant, so no worries there. I don't play Empires, but Kingdoms have a 1 material building w/ no upkeep, and also a 1 arcane research with no upkeep, so your influence-spreading, teleport-enabling cities will still be useful (very useful to you, since it sounds like you found no old growth forest / clay pit / marble quarry to shurn out the materials). NOTE: this means you'll end up with max size 10 hamlets a
[quote who="Kalin" reply="3" id="2776038"]I'm pretty sure you can just walk to his town with any unit, I did it with caravan though.[/quote] Yep. Gotta go in person, reinforces the quest-y feel, I guess.
[quote who="Frogboy" reply="10" id="2775923"] Are the reductions in equipment cost significant? Yes. In tonight's slipstream system it's been defaulted to be a formula: A weapon = 1.5 * gold cost + 3X materials cost + 10X metal cost + 25 X crystal cost. [/quote] I like it! More in-line with typical costs of equipment, with a built-in cost ramp-up for the more exotic equipment (which should help with balance). :-)
[quote who="Vinadil" reply="32" id="2774621"] Quoting dawgs4ever, reply 25If possible, please add to 1.09 or 1.1 the ability to turn off animations in combat. Even better would be the ability to toggle only certain animations - I want to keep the magic animations but disable everything else to GREATLY speed up tactical combats. I second this request. Animations in Tactical gameplay should definitely be a toggle.[/quote] Actually it should be
[quote quoting="post"] I observe the plans of a global mana pool with growing concern. I think that the idea of a global mana could put users in a bind if they use it all up in some epic battle, all of their spellcasters would be rendered inert. [/quote] Yes - and that's a good thing! The fun of strategy games boils down to how you expend your resources (how unique each resource feels / how diverse their capabilities are is a nice bump, also).
Also ordered standard + DD, then upgraded. When a standard edition came I emailed sales@stardock, then when my LE came the next day I emailed them again. Other than the original autoreply I didn't hear back, so I figure they closed my ticket when I updated them that I got my LE.
[quote who="Narcosus" reply="59" id="2768782"]Hi Id like to see a palace mod which is expandable as your power grows, it can affect your town and country morale Also I like to see a throne room with trofees of my conquests and great magic items ive aquired through my travels. [/quote] These are great user-reward ideas:-)
Also, non-square area-of-effect spells / effects. for example: 1. lightning bolt a straight line from caster for some distance, all units in line in jeopardy of damage (for bonus points: allow or disallow friendly fire, whichever is not the current default) 2. dragon breath that's a 'T': 1 directly in line, then 3 behind that. (Though even just a 2-distance straight line would be better than only individual targets)
[quote who="KLeiker" reply="52" id="2768714"]Mod request: Forts/castles- A building that can be built once forts/fortresses have been researched. These would take two turns to construct provide 1 radius of influence provide a bonus to defense remain permanently after construction [/quote] I'd love to see something like this, but add: bonus to healing, drop any non-allied/non-pacted units entering 1 radius down to 1 movemen
I've got a number of main requests, some of which are built up of smaller requests. I'd like to see: ===== Training Grounds ===== A building that (once constructed) adds new user-triggered capabilities to that city; both a new button on the city mini-display at the bottom, and a new button on the city details 'book'. For example, a training grounds (to teach existing units new unit-appropriate skills, at a cost). How to create an entirely new
Are they already spawned if the AI researches them, like the higher level monster thresholds?
[quote who="awuffleablehedgie" reply="1" id="2767614"]that would be known as a prerequisite... it's already built into the game.[/quote] Nope, he's describing the opposite of a prerequisite - a mutually exclusive relationship. Well, he doesn't say anything about symmetry, so it's not necessarily mutual... preventive, maybe?