This is the issue, I also used the stable code as a template however the build icon is still unavailable for wargs. here is my current code (it's linked up to custom tiles) [quote] Warg Stables Stables can be built on Wild Wargs to provide 1 Warg every 4 turns.</Descr
dingbat91
This is to properly expand on the issue I noted in another post I am currently working on two improvements that allow each faction to aqquire the other mounts (kingdom get warg, empire get horses) at a slightly lower rate (so that it's still preferential to go with your natural allies per se) however I have hit a roadblock when it comes to linking the improvement and resources together The buildings themselves have the correct allegiance ( so that both sides don't ge
[quote who="Batlord" reply="14" id="2744447"]So i still didn't have found a warg tile in my game, but as Resoln is now selling me Horses I assume this is working for me [/quote] from reading the coreresouce.xml horses are already tradeable via caravan. a good way to debug is to create an ability that adds resources to your starting location (you can use the talent "naturalist" from Sovereigntalents.XML as a template) that starts you off with
[quote who="thehandofzarquon" reply="12" id="2744295"] Quoting dingbat91, reply 11I'm still coming up with an issue with this in the sense that I still cannot build the improvements, as it still says that my faction (kingdom) cannot use that resource. does anybody know how to remove the faction restrictions on resources so that you can actually build the created improvements? For the most part, you need to start a new game for mods to take effect. That cou
I'm still coming up with an issue with this in the sense that I still cannot build the improvements, as it still says that my faction (kingdom) cannot use that resource. does anybody know how to remove the faction restrictions on resources so that you can actually build the created improvements?
Spell one Phantom Garrison Strategic 15 initial cost: 8 , sustainment costs a little mana per "unit" light Allows the caster to place a phantom garrison in one of his cities, to any other player it will look like an amount of troops (the amount being selectable) while in fact they are just illusions made by manipulation of light and will fade away upon being attacked. unknown: need a list of books
I will be honest here before I start, I have yet to touch XML stuff. I'm 4 months into learning visual basic at college and thats only given me the most basic of knowledge to create a VERY basic AI for a game of cluedo I made when I was bored, so take this advice as you want here... anyway the idea of grouping things to their priorities like this to me is a good idea, however this seems to g
I am now playing the "demon elves" just from how amazingly awesome they look Don't mess with em...nuff said.
I'll play it safe...16th of september...in about the middle of the month.
I hope that nothing even similar to the original concept stated is placed within the game. If the player is doing well then why should he be punished for that? Sure there should be a system that slows progress (the constantly mentioned internal politics and economic trouble system would cover quite well) as if the player has built a solid backing for his/her faction over time then it's no big deal, he played well and is reaping the rewards. <span style="text-decoration: u
I'm going to go with July 2nd 2009 - 11AM GMT as it would co-inside with my 18th birthday for twice the awesomeness!
Banned for existing in a parallel universe where you dominate the world in a power hungry dictatorship.
Wow...just wow... it is looking amazing guys! I can't wait to get my hands on it [e digicons]:D[/e] and please keep some of those item names [e digicons]XD[/e] a few suggestions/questions -(00:24) In the zoom in, I couldn't help notice the map grid lines seem a bit too visible for this level of zoom, though this isn't a a major issue it takes away the se
[quote quoting="post"] The idea is, if it's a good game, it should be reasonably fun even without fancy graphics. Then for once we could get people to fixate on the key features of the game rather than piddly details. [/quote] now this is a line i have wanted to hear from a game dev for many, many years if we can join in on this beta 0 sign me right up!
[quote who="Luckmann" reply="9" id="2034444"] I really don't like how it looks at the moment, but I love the air of attitude the developer(s?) give off on the site. I'm definately going to have to keep track of this, it sounds like a real RPG of which likes we haven't seen in years. [/quote] yeah just the single developer atm doing it in his free time had a few emails back and forth from him, been working hard on it in his spare time, still got a fair amount to do so do
there is an indie squad based rpg in the works called Kenshi, though i'm not completely sure if it's turn based or not... but it's worth keeping an eye on Kenshi
There is a game being devloped by a indie group here in the uk called Kenshi which is a squad-based RPG http://www.lofigames.com/
[quote who="landisaurus" reply="1" id="1995529"]I imagine the worlds being generated randomly MoM style, so random location is pretty default. I'd be shocked if they used stationary towns like in HoMM.[/quote] i didn't mean the towns per se i ment more the random places you could go to on the map with your heroes in HOMM like libarys and shrines ect ect
hey all! when i say random locations anyone who has played HOMM should know what i mean they were random places set up across your map where your forces could visit, giving an assortment of effects to the game world from increasing your income, to giving you new spells and abilitys. the 3 questions i put forth are: should they be in the game? what density (amount) would be called "fair" if they are put in and what capabilites should they have
santa is training bear cavalry [e digicons]8C[/e] we're all doomed
The title says it all to Stardock and the elemental community Merry Christmas [e digicons]:grin:[/e] and a happy new year! (add:and all the other communities of course, didn't think this linked across the board [e digicons]^_^'[/e] )
[quote who="pigeonpigeon" reply="7" id="1975727"] Quoting dingbat91, reply 6i think curses are a good system in games like these as it forces more defencive orientated players to attack to save be crumbled internally, which may show holes in their defence, though it would need some balance. I just want to reiterate my hopes that SD doesn't implement anything in order to force defense-oriented players to play differently than they want to. If they want to play defensively then
Starquest online is $9.99
Hmmm the idea of a "power sharing" system would also be nice we all know the channeler is going to be a fairly powerful unit, so how about giving up some of his power to increase the power of another unit now this unit is stronger than most, but the player has to be careful with it, as if lost it'll weaken his channeler for a (long time, permanent?) as his power "dies" with the said creature but then if he wants to he can take a few turns to "recall" that power, weaken
if your interested in a sci-fi mmo then may i point out starquest online http://www.castlethornsoftware.com/indexsqo.html it's not graphics intensive, but it is great fun in a group, and the admins are always adding new gameplay features, definatly worth a shot if you want to disconnect yourself from the "standard" mmo's