[quote who="TyLarson" reply="15" id="2747811"]I'd like to see diplomacy have a major branch covering espionage and a moderate branch covering propaganda which can increase prestige for your cities and encourage allies to seek you out. I admit I haven't gone more than half way down the tree but I really didn't see much worthwhile so far. As a weaker branch it might be better to spice it up by combining some of the less useful abilities into larger ones making more bang for your buck
segallion
Agree whole heartedly here. Events could come in the form of world wide like the horde of barbarians to individual units. Unit types events. Finding a new weapon. Getting a level of xp Soverign events...getting a researched spell quicker, finding or losing a spellbook City events. Spy took out a building, have to rebuild, get building built faster. Find new techs that open up new buildings. World changing events. Volcano ap
Thought I would offer some suggestions on keeping the Turn Based part working in Multi-player games. I'm trying to make it so that MP gets their turn based combat...while not causing those in combat for that turn to sit doing nothing. 1. Keeping the battles to a certain timeframe in turns. So we have Game Turns (GT) and Combat Turns (CT). For each 5 or 10 CT you have one GT. So if you get into a battle your armies are locked into that square, the two comb
Is it possible to have mutiple tiles per building,such as Inns or Dungoens, so that the game might randomize this a bit more? For example I've got Inn_1, Inn_2, etc... The game will randomly place the various Inn's I have into the game and not use the same tile each time? Is it possible to do the same thing with City tiles? For example there may be multiple types of Mills, Farms, etc? Thanks in advance
I was curious if any of the Beta created materials/ideas that have made it into the final release. Such as NPC's, Spells, Skills any other items that Devs requested some ideas on. I'm really curious to see how much of a % the beta users added to this game especially since it seems quite a few ideas have been implemented already. Segallion No this can't wait until after release becase I need answers now[e digicons]:pout:[/e]
What about something like this? The Soveriegn has access to all spells once he has those spellbooks in his possesion, but Champions/Adventurers are limited to a certain number of spell-slots. Now those champions might have different traits to make them better at certain things. For example one might have a +2 bonus on summoning spells, thus you probably are going to slot his/her spells with summoning ones, another might have a +3 bonus to fire spells.&nb
Some ideas... Cleave- When a successful attack causes damage has a % chance of attacking a unit next to the one hit. Whirlwind- Attacks all units in a full circle Charm- Causes unit to join up with the unit that charmed it. % chance that after combat unit will remain with the unit that charmed it Walker (ForestWalker, Desert Walker, Jungle Walker etc)- Units in either the tactical or main map will not be visible if they are in thei
Sorry in advance for this wall of text...but some of my ideas :) Imperium/Civilization Additional Features: Expanded resources. You get a mine in a village (10 people total) it should only produce 1/10 th the resource, so you get one resource every 10 turns. A tech will pop allowing you to move to Level 2 mine. Once researched you can create an upgrade to your mine (for additiona
On the City screen (Click on City Details) It would be nice to have the GUI show you either a + or - (Green or Red) Showing the surplus or defecit of each item so you have an idea of what the city brings in or loses at a glance. Another nice feature would be to click each item such as Technical Research and have it pop what is giving you the bonuses.
What other types of tiles could we get out there? Oyster beds...source of additional Guildar Fishing lanes....food resource Water nodes...only spawn in the water in order to be claimed Perhaps a spell such as Air Bubble for underwater Cities... Hell underwater cities already in place to be used in quests as Dungeons
Same issue for me. It is happening on any resolution
[quote quoting="post"]geomancy So, on sovereign creation, you pick a few spellbooks (or maybe all of them, but at significant penalty). Each of the books as a base spell set, and then has spells that get unlocked if you control a shard (or two, or three...) [/quote] If you want to specialize as a fire caster, instead of worrying if you get fire shards near your starting area, you just allow this as part of the sovereign creation process. So
So far in the beta I haven't seen any random events...well I've received some quests. Just curious of those are going to be implemented at some point, or if this is not a consideration.
I'd like to see the events each get a priority. Right now in some cases windows are popping all over the place during a turn. Let me try to explain. At the beginning of the next turn I will have two units capturing some items, one unit going to get a quest at an Inn and my research will get me something new. So as the turn begins my research window pops stating to pick up a new item or set a new goal. I go to pick something when another w
The Book of Stones Sling Shot Tactical 10 1 No shards Picks up a stone on the battle-field to fling at your opponent. Instead of using physical stats it instead uses Int or Wis for damage. Book of Stones Scattershot Tactical 12 3 No additional shards Like Sling Shot except it picks up multiple stones and
[quote who="kryo" reply="1" id="2659251"]The distance you can build from the city center is limited by the city's level. [/quote] Thanks for the info Kyro but please make sure that is documented at least? This seems to go against being able to build toward a resource, as you won't be able to build past a certain point from the center of your city. Wylaryzel...Nope there is no wood or hills in my way. It is open land, but I only have
Saved game in External Link above. Go to City Haven. Attempt to build something from the build queue. It will not allow you to drop something on the right side of the city and I can't seem to figure out why
Link above has Debug.err file. Location to DXDiag file is http://dl.dropbox.com/u/6727211/DxDiag.txt Save Game File http://dl.dropbox.com/u/6727211/Jake.EleSav To cause the issue, take the 4 units in Vadec and move them out to attack the enemy Soveriegn. It should CTD everytime.
I thought at one point there were talks of a governor stat. That the cities wouldn't grow past a certain point unless you had a governor that would allow it. I believe the example was do you use Ranger man as part of your army, or use him to take this city to L3 as he has a governor rank of 3. Did that disappear? I'd still like to see something like this. With a couple of other features. For example say Druanna can build up a city to L3 based on her gover
Just to confirm restarting my computer caused this to move forward from that "stuck" status.
Something I totally forgot to think about is how long is a turn exactly? I believe at the end of Beta one turn equals 1 year. If that is the case I guess I can understand more of a winner take all type of play style. (even though I don't like it) You retreat, well I've got the entire year to wipe out your remaining units. Perhaps with a commander understanding they are going to be getting wrecked, might have a chance to get himself and some units to safety in that time frame
* WINNER. TAKE. ALL. Don't like this. Maybe in certain situations such as taking on a city, or your units are surrounded and have no way to retreat. There are plenty of ideas posted here on this * Thresholds. I don't want to see a minimum threshold on when you can go into a tactical battle. I should be able to any time I want, but having the ability to switch this over to auto-resolve is a nice thing to
Perhaps a system where if you "enhance" your champion with some of your essence that links you to that champion allowing you to get xp from his exploits. So for instance you enhance the champion once, thus you get 5% of his xp. Doing it a second time will get you 10%, and so on, until you hit a soft cap of say 25%...then each time you do it would allow for diminishing returns until you reach a hard cap of some value.
See external link Jason Hughes
See external link above. created by Jason Hughes