I don't understand... You say 'So it's come to this'. Is that to say you have nothing to post other than what music you're currently listening to? Or is listening to enya some kind of marker of your current mood, mental state, etc?
Sarudak
The higher difficulty AI gets MASSIVE bonuses to resource production. At least 10x probably more... I think it's partially because the AI is so stupid right now. I saw a city with no a gold mine producing over 55 gold.
Another idea for diplomatic capital is to force the opponent to allow you to surrender. Your units may have to give up equipment (don't know how that would be implemented) but they cannot be killed (the soldiers respect you too much to massacre your people). This might be used to save (ransom) your heroes if they get into a situation they can't win.
I don't know if this has been mentioned because I only skimmed over the thread but I had an idea to make diplomatic capital and the diplomacy tech tree of value even in multiplayer. The fundamental idea is: Diplomatic Capital = The respect of the people This implies that your words (or that of those who speak for you less so) has added weight. This could allow you to do things like give an inspirational speech in one of your cities at the cost of diplomatic capi
So at this point the major features and functionality is all frozen to prevent it from differing too much from the box version?
What if instead of actually researching specific spells with arcane research you researched understanding in books/paths. Only extremely powerful specific spells would have to be researched seperately. Then the spellcaster himself (herself) would have to spend time in a city with a specific building actually studying in order to learn a specific spell that was within the knowledge level of your civilization. This would decouple magical power somewhat from empire size because your casters woul
Has anyone gotten married and had kids in the latest version? If so how do you do it? I've wanted to try the dynasty system but haven't been able to since the early betas.
This man speaks truth! The quest system needs some serious love because right now it feels awkward and 'gamey'. It's not at all immersive...
I joined the army without knowing what it was... Is there any way I can 'unjoin' the army? Or maybe retire or desert or something. I don't mind being AWOL. But frankly I'd like that crossed swords under my name to go away...
Frogboy please take a look at this thread if you haven't already... There's some really good ideas for technology in there... :)
How about instead of buildings of a certain type directly producing RPs they affect your research efficiency in each field. But make the research efficiency go down as you increase in population. If you work the formulas right a large sprawling empire that hasn't put the money into highly developing their cities could be left in the dust by a small development focused empire. This is one of my big hopes and dreams for this game. Make it so that size does not correlate into a research bonus.</
[quote who="Tormy-" reply="348" id="2635035"] That won't be a problem imo. 100 soldiers divided into 10 squads or 10000 soldiers divided into 10 squads shouldn't matter too much with regard to the length of the battles.[/quote] That's what I meant about simplifying the game into oblivion. This would mean late game battles will be exactly the same as early game battles except with different numbers by your units. This would be a great disappointment in my opinion...
Turn-based sounds like a great idea. And I think it will be lots of fun for the beginning of the game. But once you get later in the game it will quickly bog things down unless tactical combat is simplified into oblivion. I think this is going to cause problems for the game that will only become evident later when it's far too late to change back to real-time combat. Just think of how long your X-com turns got when you had the biggest ship and imagine trying to play that in multi-play
I have some thoughts. Combat Speed: Combat speed should be like action points it takes a certain number to attack. And when moving your movement speed should simply affect how efficiently you can convert your action points to movement. Morale: Morale yay! Morale is awesome! Now if only we could add in some fatigue system too. Winner take all: No please. Consider this alternate idea. Retreating takes organization. When order a retreat the game sh
I think it would be cool if essence could be redistributed through your channeler... You could use it to greatly increase your strength OR Defense OR Magic Casting ability etc. And every turn you could re-distribute a couple points...
That looks like a rather large kingdom and shall we say 'densely settled and urbanized' for a population of merely 300 citizens...
Is 1z up yet? I don't see it in the 'view history' part of elemental in impulse...
I worry about this also... How everything seems to be leaning towards more and more generic...
Long gone huh? Meh... I want to play the internal build... [e digicons]o_O[/e]
I'm pretty sure he was talking about HoMM being the TBS lite...
That's the 'only' odd thing you see about this system? It completely changes the game from a Turn based strategy game to a 'who can set up their turns and click end turn the fastest' game.
Champions.
[quote who="Wintersong" reply="11" id="2566623"] P.S. Qaka? [/quote] Yeah and the poor guy's married to someone named Iclek... :P
I had a similar experience although for me a farm and orchard was insufficient food to get me to the max city level... :( I agree. Too much housing and farming. It's not really fun to put together a city that's nothing but farms and housing. I just don't get it really.
Nice... That's fast... Lol (I think it's only cause froggy himself was having big problems with his game though... [e digicons];P[/e] )