I like simultaneous turns, and I like that once one player ends his turn, the pressure is on to complete your turn. Five or ten seconds for a turn though? That seems insane for a TBS that is more like a RTS clickfest! To me the charm of a TBS over an RTS is the ability to think through your moves. If there are options for those that want a bit more adrenaline, i have no problem with that as long as there is a true TBS option with VERY healthy (but not unlimited) time limits. O
Denryu
[quote who="FaultyLogic" reply="11" id="2554159"]So why are life and death magic mutually exclusive? I have always thought of them as being more of a continuum, not opposing forces. Perhaps this is so you can keep them seperate? [/quote] Life = a fish flopping Death = a fish not flopping
Deluxe edition includes book ftw?
Elemental harmony (earth, fire, etc) 5% reduction in mana cost for spells in the selected element(s) 10 point cost per pick and could do multiple picks in the same element. (40 points spent in earth harmony would result in 20% reduction in cost of earth based spells. Cost and amount of bonus obviously need to be tweaked during beta. Weakness Elemental disharmony - 5% increase in mana cost for spells in the selected element(s). 10 points given per pick and multiple picks per element.</
[quote who="LetRBuck" reply="150" id="2550083"]I had a couple thoughts.... Roads should give advantages in terms of economic trade, easy of movement, etc. Better and more roads should infer larger advantages. This should apply to both the player and to surrounding connected players (maybe unless they're at war). I think there should be a way for enemies to take control of roads and negate their benefits though. For instance, if an enemy is positioned on
[quote who="Mazuo" reply="9" id="2550015"]The sheer amount of Sovereign customization options in 1G is amazing. Great work folks! [/quote] This. I am sorry you fail the unfun test, Frogboy. I had a great deal of fun just going thru all the options in the "create your sovereign" section. Time to unveil the 3D map! (Just kidding!)
[quote who="Raven X" reply="238" id="2549680"]FIXED: I think now that we KNOW they will allow players to grab resources without having to build a whole city where the resource is that "City Spam" will mostly take care of it's-self. What was the number one reason for deciding where to build your city? Because that's where the resources you wanted were. That's not as much of a factor now as you'll be able to grab that resource that's 4 or 5 tiles away from your city without hav
[quote who="BoogieBac" reply="51" id="2549803"]Staging now. [/quote] Great! [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e]
[quote who="BoogieBac" reply="51" id="2549803"]Staging now. [/quote] [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e]
I like the idea of drit trails/roads growing organically and giving minimal bonuses. After there was a certain amount of traffic, maybe an advisor pops up and says for "x gold per tile" you can upgrade the road between point A and point B for roads that give better movement bonuses. These roads should be laid down on the path the player chooses. No need for workers although the road should take a number of turns to build based on the distance.
[quote who="Frogboy" reply="4" id="2548552"] Ultimately, the users will be deciding when Beta 3 is. [/quote] It's fun it's fun! Whose with me? [e digicons]:grin:[/e] Of course I am just kidding, I want this game to be a masterpiece.
Lol, good point pigeonx2, "Oh noes our mayor is killed! What shall we do?" "I know, let's join the other side!" /golfclap [e digicons]:w00t:[/e] [e digicons];)[/e]
[quote who="Winnihym" reply="120" id="2546769"]By the way, I see folks referring to the "+3 resource radius" of a city for undefended resources. I may have read it wrong, but I thought Boogiemac's original idea was to have that radius increase with the size of the settlement. +1 for a village, to +5 for a city. The food ring should extend out considerably past that, maybe 2x the radius? [/quote] You are right about the "resource ring" expanding
There is a much easier solution than the governor system. But there are some things I like about the governor system which wouldn't be covered in my "simple" solution. (As I developed my idea, I came to realize that governor's still have an important role.) The problem with my simple solution is that it is NOT easy to explain, but it would not be hard to code and it would not require anything from the players (they would need to understand the mechanic, but they would not need to DO a
Well the OP just convinces me that I need to try one of the Anno games before EWOM comes out! I really like the idea that resources are treated as finite units and you could practically track a piece of wood from the tree to the finished item. And yes, I am one of those crying with pigeonx2 that resources won't be tracked to "almost the atomic level".
So is this the storyboard for the intro movie? [e digicons]:thumbsup:[/e]
Stardock has an interesting marketing program. Not much hype up front. And then winning game of the year tends to get people interested in your product. It's ninja marketing! [e digicons]:ninja:[/e] And their Kung Fu is strong!
Other than the constructive criticism's like Drakk's pay no attention to the naysayer's it is a beautiful cover. Regarding Drakk's flip screen and comments: Wow! Good points. And I had always felt like the character in the original unflipped image was contemplating the cataclysm, pondering the past and also the future. But the flipped image definitely dows have a more frward looking and hopeful tone. I still think I prefer the unflipped image. I really appreciate your comments
It's OK, Everquest 2 expansion coming out on the 16th, so I am good for a few days. /ducks the incoming rotten vegetation projectiles
many different options at setup that made for truly different gameplay a large spellbook and most spells had truly different effects a good number of meaningful random events, but balanced so that you would not have a victory stolen by RNG nice (for the time) brief cutscenes at significant milestones Useful, well written documentation. The boxed version should have more than a readme file You may laugh, but I loved the midi "soundtrack"
This is great news - Tons of truly different spells will really set this game apart I think - as long as there are also really good animations. [e digicons]O:)[/e]
[quote who="Anomander" reply="24" id="2526997"]The danger with the Yes vote, me included, is will players then wrap their sovereigns in cotton wool. Never exposing them to danger. This may lead to boring games, or games that quickly turn into King killing games. Strategy may go out the window! [/quote] There should always be a good balance of risk vs. reward. Sovereign's should be powerful enough that there are strong motivations to get him into the action, but not so over-riding
There should be no hand wringing about the release date for a few months yet. Things can change so drastically in even a month or two. Also some of the entire beta phases are only scheduled for about a month. And finally, remember that there is much much of the game that is already functional that we beta testers are just being blocked from seeing. Stuff that could be enabled with the flip of a switch, essentially, but because of the design plan for EWOM (i.e. make it fun with no eye candy an
I think ONE very viable way that this could happen is through the marriage/dynasty system. You could have a very weak kingdom, but you could marry offspring into many other kingdoms to your advantage. Then, as the "powerful" kingdom starts to knock off kingdoms, they all come under your reign due to the marriages, thus in aggregate suddenly catapulting you from a nobody to a dominant power! One question is, how much would other factions be aware of these strategic marriages? For insta
Yes. edit: now can we have an "is there anything more important than flashy 3D graphics and beautiful 120 FPS animations?" survey thread? [e digicons]XD[/e] @ Hortz