I duplicated that.
vieuxchat
[quote who="Xython" reply="15" id="2437159"]In a way the whole setting reminds me of Darksun... the destroyed world, limited sources of magic, isolated life. The creatures inhabiting it and the ways of drawing magic out are different, but the overall perspective feels similar. Then again, it looks like ikros commented on that first... glad I searched the thread more carefully so I could point credit his way...[/quote] Dark Sun was really special because that was magic
I reported that bug : when you build 2 or 3 buildings, the lumbermill always appear in the buildings available, even if there's no forest nearby.
What would be the frequency of turns ? 1 per day . 1 per 2 days ? How long is a turn ? 30 min ? 1 hour ? More ?
I would like to see "real" wounds : when you get severly hit, you can definitly lose some points in mobility, or accuracy, or hit points, or strength (dom3 has that).
After reloading a game, cirties that should produce lumber (two lumbermill) and iron (1 mine) produce 0 of both. Cities only produce food and gold.
[quote who="Xenomath" reply="62" id="2431769"] Quoting mrakomo, reply 58 Is the player limited to research exactly in one category? If not, he shall be able to prioritize the categories of the research. However I liked earlier suggested idea, that the research points are not linear - you have some probability to achieve the breakthrough. Otherwise it is useless to split the focus to several categories at once. Yea, it would always be better to focus your research instead
And .. does any category gives bonuses ? If I got warfare 3, I can choose a tech. Can I get some bonuses from the warfare 3 (like army cost bonus) ?
No, the "randomness" would come from you : you needed 35% and get only 34 % then maybe there's 2 spells that are "near" that percentage one with 33% and one with 35%. Then you would get randomly one of the two !!! And you wouldn't know before trying what percentage you need to get your "doom fire". Maybe some books - found while you venture outside - that says you need 'lots" of fire, "a touch" of earth and "some" wind. You would really be researching for your s
I also get the lumber mill to build in city that don't have any forest near. It always appear in the list after the 3rd (or 4th) building built in the city.
I would love to use such a system. And it would be even better if you don't see the real percentage you used. I mean : take a little cauldron, click and hold. As you hold some liquid is versed in the big cauldron. you just see the liquid flowing, when you release the button you won't see "34% water", but the color in the cauldron could be 34% blue ;) That just would be really awesome.
Music is important. I bought dominions 3 only for that. The music was so beautiful.
Hum .. what about this : There's four areas of development : Civilization, Warfare, Magic, Exploration All techs are invisible when the game starts. Each tech has a pre-requisite value in each area.Each action made in the game will made advance one of the 4 areas. Building cities will improve your civilization stat. Exploring will enhance your exploration stat. Going to war will .. yep you guess it ... raise your warfare level. Using, researching magic will .. yeah you
[quote who="Nick-Danger" reply="18" id="2427546"]FFH2 is quite well done, almost a new game. Their improving on what is already a great game is quite an accomplishment. Frogboy, have any of you played the old Avalon Hill wargames like Squad Leader, or ASL? Some great work there too, especially for the 60s-70s. They've not be well translated to computer, which is unfortunate as the computer would make a great moderator for games like SL.[/quote] SL had a co
Someone else loved ascendency ? Wooooo :D There's too much good games for only one topic. The soul of MoM is the ability to customize your world and the fact you could win with magic. The soul of Dominions 3 is the way Dominion is used. The soul of ascendency is the not so usual way to do research. The soul of X-Com is the several options you had in combat : need a door ? Create it with grenades. The soul of Fall From Heaven is the really differ
Caravans, I think. After all they transport gold.
Same problem here.
[quote who="Frogboy" reply="13" id="2427150"]Here's my beef with the current research mechanism: If I want to get to say horse back riding, I end up having to go through a bunch of largely unlreated techs first. The UI for the current system doesn't lend itself to rapid branching and as a result ends up being quite linear.[/quote] And why not reverse thinking ? You don't choose what you are reseraching but you give "goals" to your researchers : "I want ho
And why not something like in "real" life ? You start researching civilization. You don't know how long it will take, you just have a "problem" : I want more housing, I want a way to defend myself. And the game would pop a tech that would fit what you want. You want more defence ? Based upon "basic modfiers", you can be proposed enhanced armor, city defences or magic defense. Basic modifiers would be things that happenned in your kingdom : if some of your cities got razed, you
It seems there's still the bug were things doesn't appear where they really are ...
(I was able to reproduce that) When you fight in a tile of a city, your sovereign will automatically enter the city. And when you click on the city you'll see two medallions for your sovereign. Only one of those two medallion can be used to kick the sovereign outside. (I wasn't able to reproduce that) But later in the game I got some strange behavior : The sovereign I was able to kick outside disappeared and the other sovereign (I couldn't move before that) became the only sovereign.<
Same here, since the first beta.
When you build a lumbermill or an apiary or a farm the game thinks you build on only one subtile. So I could build in my first town (with 8 subtiles) : the palace, two farms and 5 huts. Big buildings should take 4 subtiles.
Confirmed. After building , the game automatically selects the inn.
[quote who="Frogboy" reply="89" id="2424855"] Not a bad idea, but I don't think I've ever seen HP linearly to rate of fire, and I've played many, many games from PC to pen and paper RPG's. If this is the case, I'm pretty sure that calling this combined stat which represents life units and rate of attack "hitpoints" will certainly confuse people. So if I get you right, attack score is more like a "penetration" score. Correct. Attack and Defense are related to e