Customization can be improved but it will be and its going to be awesome i'm gonna wait for empires to be enabled before bringing that up as a topic.
Sethfc
Fine Enough but i still feel like its abit wrong. But thanks for at least leaving it open for modding.
I Like item shops..and the ability to enchant custom gear for the SOV and heroes. *Couple of ideas: - Regular units should gain XP. - Equippable tamed beasts - Mercenary system - The ability to create/forge magical items - Overland military buildings: Outposts, Fortresses etc.* I totally agree with tormy on just about everything but the above highlighted with * are the ones i agree with the most. Oh and for gods sakes
*sighs* Overall a trade system is a nice compromise between global and local..but no one here wants compromise even if its realistic and friendly to both those wanting simulation and those wanting easier management...Overall it seems to me the forum is just divided on the issue and the devs took the side they liked. It's their choice...I don't like it but i do accept it...We'll just have to use mods to make it into a better game on our own accord.
Agreeable...But raising ne also seems to me to be something useful...it seems to me that within 100 years *by several dynestic generations* a dragon would be old enough to fight lesser threats and to be more or less intimidating which is all you really need it for unless you have a major threat and if you got one early enough by late game you'd have a fully grown dragon. Enhanced maybe even with your essence and power or it could empower you vice versa.
Yep I agree with tridus i want to be able to station forts at all of my borders and roads..even if its expensive a spreadout defensive military is better to me particularly if well equiped trained and mobile *with horses and scouts* then afew large armies roaming about. And indeed i believe forts with scouts or horsemen or even just a mobile defensive force could exert control over several miles of territory Simply because their's always afew men patrolling enough to se
I would actually like morality and possibly even culture to come into being via the sovereigns actions afterall he/she is the rolemodel for the rest of the kingdom/empire and His or Her's decisions will be told of in stories for centuries to come. Besides we do need a way to have special dynamics like morality and culture take a role as i love their affects on diplomacy magic etc. and the darker and lighter arts should both have special spells for diff alignments as a g
No what he refers to is defensive units cannot attack at a distance or even harass invaders. Also Rock Paper Scissor's is a rather stupid dynamic to use for real strategy sure pikemen are good against calvary and sure bowmen are good versus pikemen or swordsmen but they don't always trump eachother...i never liked those dynamics. And in RL most raiders and sieges were stopped or impeded by defenses placed at strategic locations and soldiers whom u
The SOV is suppost to be incredibly strong it is a Sovereign afterall I'm not saying unbalanced but still the SOV shouldn't lose to a wolf or a spider he is a magical powerful being afterall.
Yes agreed this is one time the CIV system is actually decent is with fortification of units in cities then we can also apply that to fortresses or area's etc. and encampment.
i perfer turnbased as well.
Simillar to Fallout tactics real time but in reality turnbased. Or if you want another example Heroes 3 where its turn based and on a hexgrid. Or MoM.
Attrition for attackers is inevitable if theres a hostile local populace or a well skilled commander. Besides also some Sovs or races/empires might love extream climates that normal troops cannot stand.
Well population should eat food i do agree.
So you mean that in local you believe no one trades? or shares resources. The only advocation here is that there is actual calculations of how it gets from point A to point B not that it cannot do so or that they cannot share Foodbelting as you refered to it would actually be possible.
I said dependent on their commander/champion whom is appointed to managing the castle and surrounding land. Also Fortifications do provide men with better rest and higher quality food then men on the march therefore a bonus. Also the land its self oughta cause attrition around a castle because many people tend to settle around them *even if only farmers and simple villages* and these people often caused mild attrition to armies passing throu
Well i personally think the turns don't even need much of a name. But we could utilize a system that is 'magical' such as some sort of timescale related to the shards and their energy as suggested above or we could use a 'cycle' or 'turning' or any other numerous thing would work fine...To be honest Turning sounds simple yet effective.
Since i'm done beta testing till the next update *sometime this week* I'm going to crack out Age of wonders 1 and 2 and MoM anyone else thinking of breaking out the classics inorder to get some idea's for this game? I might also crack out lords of might and magic.
Magicwilnz i have this to say. While their sallying out their Bowmen and Their balista or other armaments are firing from behind their backs down on their enemies also its their land they know it better then the opposition and ontop of that whom say's they'll sit inside and wait? what if they have men all over the area in small posts and in bunker like positions or foxholes waiting and then attack on all sides? Different tactics=Different bonuses that could be decided b
Raising one i would think of as a quest reward like a randomly spawning incredibly rare as in you might get it or you might not only one per game or less *sometimes one per 2 or 3 games* and the quest be a difficult but rewarding one where you can choose to either A Fight a dragon and take eggs from it's lair *you get 2 eggs plus gold if you succeed but you have to fight an elder dragon...victory is really not an option* you can try and steal it but once again easy way to die. <
Actually what you just described would be considered 'Local' as the Local resource system is not self sustaining cities as it seems everyone has them confused it refers to the fact that resources are transported along the network and take time and money to go and trade exists etc. it is actually based more on the model you just gave Los Vegas actually has to import food water etc. but it then generates revenue as a large commercial area. So in reality you support the 'l
Yep i say Recruiting Out. But Hatching yes. Also one final Idea. A Summoned dragon as part of a special spell requiring a special item or quest to be performed this spell summons a dragon.However it can only be performed once and consumes said item or becomes unavailable after use. Also the dragon may or may not be controllable allowing there to be a wildcard a desperate mage could use. *Exampl
Yes they explained it the food and housing is already explained by poster above me. And race customization and clothing etc. is for later when they enable the empire as well as make more touches. Also their considering reequipping the sov to change appearence *armor weapons etc.* so yes oh and of course you can customize your entire empire/kingdoms people from races to colors etc. Also their going to allow high moddability.
Accidentally double posted.
I think we should have all 3 maybe exclude recruiting.