[quote who="WraithLord" reply="4" id="1926741"] Like take eight picks of fire and you get +2 bonus on all units damage. Or, the more nature picks you take the faster your cities grow. I can imagine more complex effects and relations between different traits. [/quote] Dominions 3 works like that and it's a good thing. But in dominions 3 the bonuses aren't always applied, only on "sacred" units that are blessed.
vieuxchat
[quote who="Sammual" reply="7" id="1926807"] Quoting vieuxchat, reply 5 Really different unit sizes is a good thing. Moreover unit size should also have an impact to the ruleset (like a morale bonus, a stomping options or things like that) I really hate chessboard like maps. But it's just the fact that I played so many wargames with hexagones that I feel acustomed to it. A chess-map has a flaw the : diagonal move. You spent too much move points when you just want yo
[quote who="mittens" reply="6" id="1926843"] Quoting vieuxchat, reply 3 EDIt: and one question .. Is cell shading used? No, cel-shading is a form of non-photorealistic rendering where lighting values are calculated for 3D models but then, once calculated, are simplified to a very limited set of colors (for instance: black, grey, and light grey). This creates a really defined set of shading values that give in-game assets a very cartoony look. What we're doing is more
Will there be a way to implement kind of triggered events? And to change the victory conditions through scripting?
[quote who="Tiavals" reply="10" id="1926576"]1. Ample customization of your channeler/empire. More akin to MOM than Galciv2. Perhaps you could customize both your wizard and your empire. Let's say you choose the humans as your race, you could then decide on different govermental/societal options that would affect the production of stuff and perhaps even the units they get. A tribal human-nation would certainly get different units than a kingdom-one. 2. Spells that affect terrain. Y
[quote who="Sammual" reply="1" id="1925629"]1) Item Creation like MoM. 2) Random / Semi-Random spells - One of the things that made MoM so replayable was the Semi-Random spell selection. There wasn't a perfect Army setup for each stage of the game. You may not have Flaming weapons or Bless every game so you had to make do with what you had. 3) Terrain Modifiers - Along the same lines as #2. The Terrain that surrounded your city c
[quote who="GW Swicord" reply="6" id="1926864"] After all, why would someone be evil otherwise? Well, in a fantasy setting, being evil could be a result of your species being designed by an evil being, who or what you worship, some mistake or bad choice during magical work, or just plain ole bad attitude.[/quote] But you throw away the character choice. And the fact that you can change. If you're evil because of your kind you're pretty struck with it (unless you're some kind
Ars Magica! That was a blast as a PnP! And the magic system was really impressive. The freedom to create spells was really excellent. don't forget to add that you could raise the difficulty of a spell you create to add properties to it. For instance you try to learn a levitate spell. Control + air. But the basic spell can just throw small things like rocks (you in fact created a "throw stones" spell) But if you raise the difficulty level of the spell you could
The most important thing, imo, is that those fortresses should slow the ennemy units in it radius. Then it would be really needed to attack them. Morover I like the fact that in civ4 the forts gains more radius with time. It simulates the fact that the garison patrol along the roads, take care of the bandits and such things.
And why not the kind of gameplay of "combat mission" : you give your orders to your squads (like advance, crawl, take cover, ambush, attack, cast spell, etc..) then the game calculate in real time the nexte 60 seconds. And then you give orders etc... It's really a challenging system.
Maybe a spell in life and death would have different long term consequences. For instance the heal spell : with life you heal and the unit gains a boost in morale (yep it's cool to feel alive again :P), but if you heal with death then you gain some disease immunity for some times, or a bonus in attack because you feel invulnerable.
Fall from heaven 2 is a really great mod from civ4. It's the closest game to MoM in fact. I hope you devs have already played on it.
I hope the stas system will be more evolved than the usual attack/defence system. I would love to see morale. And before each attack a morale test to see if you're brave enough to attack that three-headed worm with your tiny stick. And the fatigue. Those two things would really add depth to the gameplay.
I really like the fact that you try something new. And you'll surely have a lot of people that whine about it. But I think that's the best choice to be original in a market plagued with clone-games. I also like the fact that we can handdrawn signs on the map (like the sign that -probably - indicates the place of a hidden treasure : the circle with a cross over it). Or the blue lines that -probably? - indicates the spread of culture. The fact that it isn't round or square is a good way
[quote who="-alpha666-" reply="11" id="1926652"]I like the idea ...that you can gain heroes to join your side from different origin: - buying them ( MOM-like) - invoking them (MOM-like) - take wathever unit and make it evolve ( through battles spells, quests .... -> like put a unit in a volcano for N turns) For the personnification, I think the choice ( automatic, semi-automatic or maunal) of a portrait and a graphical view of t
It's a bit like boardgames. But the computer can handle such things. It just needs what civ4 has : a quick way to supervise your whole empire with ths lists that can access each city build queue. But I like the action points thing. It's a bit like logistics. And it could have some way to improve it like telepathy or assigning mayor to your towns. And you would give them general orders and they would try to respect them .. or not (if you have a city with a low alliegeanc
The "too many heroes" syndrom is easy to avoid : when reaching the max experience a unit has a chance of becoming a hero after each battle. That probability would decrease with each new hero. It's easier to become a hero when no hero exist ;) And one thing i liked about age of wonders : you had an avatar with some unique abilities.
Or it could be a race trait that would let you choose both life and death magic at some other cost (like weakened spells from other magic domains)
Yep, dominions had a ggod way of doing it. But it could be improved. Take the flaming skeleton. It's just a skeleton.. with flames. Why not ice? or acid? or whatever? I mean most spells could have a (or some) "minor" tweaks available. When you cast the skeleton spell you can choose the minor ice or flame or acid or etc... In dominions you don't have suh choice. And choices are always a good thing.
In civ 4 I like the fact that we can win without too many fights with the culture win. And why not a sacred alliance win? The beast should be really tough and harassing players since the beginning. If the beasts becomes too strong (like the own 50% of the land mass) the players are obliged to ally and they need to cooperate to win.
I do love the screenshots we can see. The map is just beautiful, like an old parchement. I do love the handdrawn feeling. I think that's a good art choice. Because no other game has that kind of visual feeling. The handdrawn way of showing the map let us forget the fact that we are in front of a computer. It really reminds me the good ol' days where I played pen and paper RPG with my mates.
Fall from heaven 2, a civ4 mod, use magic nodes in an interesting way : the magic you can research is bound to which kind of nodes you control, and the powerful spells need several nodes of the same kind. The interesting twist is that at the start all the nodes are neutral. And a wizard can build a node amplifer that will give a kind to the node. Once done it can't be reverted. The wizard can only creat a node of a kind that is already controlled. So the only way to learn new way is t
[quote who="Tiavals" reply="5" id="1926562"]An interesting idea certainly. While it would probably create somewhat "faceless" heroes, I suppose that would still be neater than just having a unit with Elite experience. Then again, I do like my companies of elite knights as well. This is, of course, assuming that normal heroes are like those in MOM, where they have a feeling of personality and uniqueness to them. Despite having no backround or such, a simple name and a portrait brings a huge am
Same here. Those events really add flavor to a game. Moreover the probability of a particuliar event should be linked to the way you play. Not enough "nature" structures in your empire? You'll probably have so nature wrath soon or later. Lots of magic buildings? You'll probably have magic related events. An event creator would also be really cool.
Isometric view is clearly the best option .. if you have a flat map. But with heights, forests, and thaht sort of things a movable camera is really needed. Really different unit sizes is a good thing. Moreover unit size should also have an impact to the ruleset (like a morale bonus, a stomping options or things like that) I really hate chessboard like maps. But it's just the fact that I played so many wargames with hexagones that I feel acustomed to it. A chess-map has a flaw