dingbat91

dingbat91

Joined Member # 2504147
4 Posts 31 Replies 357 Reputation

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

3 Replies 3,234 Views

[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

15 Replies 3,747 Views

[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

15 Replies 3,747 Views

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?

15 Replies 3,747 Views

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

243 Replies 841,385 Views

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

106 Replies 871,511 Views

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

68 Replies 237,742 Views

I'm going to go with July 2nd 2009 - 11AM GMT as it would co-inside with my 18th birthday for twice the awesomeness!

66 Replies 39,031 Views

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

47 Replies 179,441 Views

[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!

86 Replies 371,811 Views

[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

21 Replies 63,731 Views

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

54 Replies 267,045 Views

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/

21 Replies 63,731 Views

[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

4 Replies 3,869 Views

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

4 Replies 3,869 Views

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] )

17 Replies 60,813 Views

[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

26 Replies 92,891 Views

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

39 Replies 32,690 Views

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

142 Replies 392,370 Views