At the moment (beta 1G) you can't.
vieuxchat
Don't forget to check "Show pre-release version" in the options of impulse.
Yes, it's a valid one. Some spells need 2 shards like earth and water (for creating forest) And it's not that easy to get them both. the more I play the eta, the more I hate the "needed" shards. Maybe being able to cast the spell for three times the cost, or allowing exchange of 3 shards of any color to get the shard you need : so a spell with 1 earth and 1 water could be cast if you have : 6 shard of any type, 1 earth and 3 others, 1 water and 3 others, 1 earth and 1 water.
Don't forget to check "see available betas and freeware" or something like that or impulse won't see the beta.
Yes, today. But if, like me, you live in Europe, you'll have to wait tonight (6 hours more here than there) So, for me thursday's udpates are friday's updates ;)
[quote who="Istari" reply="1" id="2555945"]There is no doubt that this is the best solution for waiting times. The success of it will all be hinged on the quality of these mini-games and how significantly they impact other aspects of the game. It would be good if the type of mini-game was somehow related to the effect it will have on the larger game. For example, solving a puzzle might result in you researching your current spell a little quicker, a reflex game might improve t
Personnality test like in Morrowind and Oblivion would be a must.
About initial magic books : Book of restoration/ shouldn't be an option. You have to choose one of them (for free).
After getting 4 or 5 cities at the max levels, I can't say they're impressive. They lack som espaces, and they need so many houses to get to that level that few other buildings can be built. I think housing shouldn't be in the tile limits. You should always be able to add a house. And th elimitations shouldn't be per/tile but "overall buildings"/city. So if I want a city with 10 barracks, I can.
I like the time bank idea, but I hope you'll find some lore example instead of just "time bank". Simultaneous turns where the faster click wins is a no-no for me. If you can't avoid times of wait, let the player do something while that time (maybe let him design units, review their kingdom, let them do diplomacy, take care of some quests for their heroes, etc.) Or TRUE simultaneous turns : you give orders, but they aren't processed immediatly. They are only processed w
I'va had the same problem.
I like the shard system, but i'd like a simple system where controling 3 shards of any kind could be used instead of a particular one. When I need an earth shard and have 3 fire, 1 water and 1 air I feel a little cheated. For research : the spell points system is so-so. I'd really prefer a "tech-like" system : you give general path and after a breakthrough you have some choices. For paths : fire, earth, air, water, non cobat spell, combat spell, civilizaion spell, count
[quote who="Tasunke" reply="28" id="2554564"]wait ... if you aren't good in English ... how can you read these walls of text? seriously, I commend you on your efforts. I wish I was better at Spanish and Japanese.[/quote] Vocabulary. After spending some times on those forums I improved my english. But I can barely speak it because I lack a lot of "common" vocabulary. You know, things like "how are you?" "same ol". Same what ? And fantasy
What I propose is like you describe : lot of trade = disease ? Add a % bonus to the trade buildings. Lots of buildings = lots of trades = probably a disease. A city underprotected ? No barracks and an enemy cultural border = % of uprising in that city. Anyway, we would need some kind of triggers. And quests have them. So why not having quests tied with you actions, the way you build towns and the sor of things you describe. Quests can give you that "non deterministic" thing.</
On ething I like in civilization the boardgame was the way disasters appears : the more cities you have, thr more goods AND more disasters. you could do some research to lessens them, but in no way you could get rid of a civil war or volcano. Only through trade. There's one point that should be dealt with : enough economics should never lower the problems to 0. There should always have a little chance that something gets wrong. And related to the size of a city. Maybe add a "i
Any chance it would be translated ? Even if I can can follow the discussions on the forums, my english-level in really not enough to read a book.
One more thing : number of available shards. How can I test spells when I can't get any shards ? Game load only every 4 or 5th game, so I quit trying to finish a game. If I can't get a shard in the first turns, I won't be able to cast anything.
But the points you put into that trait could have been used in character points. And those are usefull even in the end game.
Some buildings have a city-level requirement. But farms don't.
@peace phoenix : but that bonus would be useless in the end game. So why not something tied to the "magic" researched tree ? You get one more spell point for two level in the Magic tree ?
[quote who="Frogboy" reply="7" id="2548625"]Prestige will suck people away from other cities so if you have a bunch of crummy cities you are vulnerable to migration.[/quote] Oh yes ! Like in "Citta" the boardgame. there also were an interesting mechanism in it : people weren't only migration due to high prestige but they also had "needs". It could be culture, health, education. Just add "security". Each building would be of a kind (or several : an hospital is health and educat
Are you sure turns are simultaneous ? They are for the tactical battles, not for the cloth map.
Maybe it's related with the "can't go there even if it looks you should do" bug. You konw, tje bug where you click on a tile next to the see, and in fact the tile isn't available.
Sir, yes sir ! You order sir and we shoot ! [e digicons]:borg:[/e] PS: the game is "almost" fun to tes...play.
Yep, like this.