Why would you want it connected, anyway? Just let it be. Build a harvesty thing on it, sure, but if there's enemies wandering around that deep in your territory, chances are you're screwed anyway.
Cruxador
[quote who="DKL" reply="7" id="2796303"]I'd prefer good wiki rather than single guide. Speaking of which, is there any for EWoM?[/quote]Yes. http://elementalwarofmagic.wikidot.com/ So far though, nobody actually uses it.
[quote who="Sethai" reply="17" id="2793310"]well, population only currently grows exponentially. it need not. if it is found that this makes level requirements hard to meet in the end game, then change the level up requirements. much easier to tweak a couple of numbers to fit a solid system, than try and tweak a broken system to give the right numbers (as currently happening) btw, i leave scope in my system for pubs, prestige etc to count as additional food in any given town.[/quot
[quote who="alaknebs" reply="5" id="2792922"]mind you.. they are all royal, so i guess royalty should do something else - for that matter.. your sovereign is royal by definition, isn't it.... (just rename royalty as it is now to something else.. maybe tweak it)[/quote][quote who="Gwenio1" reply="8" id="2793097"]Not only is royalty over powered, but it is baddly named. If champions are going to have it then it should be renamed 'nobility'.[/quote]The royalty indicates that they were part
[quote who="Black-Knight" reply="57" id="2793036"]Having one unit beamed up by Scotty would be already annoying enough, but having a WHOLE ARMY teleported, is something never seen in fantasy and a total game breaker. In Start Trek and Star Wars and all that, they have Hyperspace: THAT is the equivalent of teleporting an army.[/quote]This is true. The exception to this is when using stationary gates. They are not universal, but they occur fairly frequently. Gates a fairly important part of the
I don't really use a browser start page, firefox just restores the tabs I was using when it shut down.
[quote who="nOObonian" reply="36" id="2792537"] brings to mind an important point: Why are they called Moon Gates? What do they have to do with the moon? Fist time I saw Moon gates were in the Ultima games and then in Ultima online. There were a number of moon gates around the world. When you stepped in, your destination would depend on the phases of the two moons. You had to look at a map and figure out the phases required to take you to your desired location. Was
[quote who="Gwenio1" reply="27" id="2792457"]One game that had non-game breaking magical transportation was Lords of Magic; all magical travel was a one way trip that required the units being transported to be in a specific building. Because the units had to get back to the "teleporter" it caused it to be a way of having a strategic reserve, rather than a way to take over the world with one army. Also for each of the structures (and there was never more than two on a map) you would only be ab
I like this idea. Frogboy's version is sort of a really good one, but I also feel like there should be more stuff to make magic matter, and this is a good way to do that. I feel like it should be possible to make gates, although certainly only at a particularly advanced spellbook and level. Seems to me, the easiest way to make this happen (by my perception) would be as follows: Caster casts gate: A gate is formed between caster's position and target tile, which must be
[quote who="MasonOfSparta" reply="7" id="2792407"]While I'd love to call this a lottery feature, and not a bug, I'm afraid I'll have to look into this. Enjoy your socialist pig money while you can.[/quote]A lottery feature like this would be pretty cool, actually. Although maybe a bit less extreme.
Edwin, I would like to see those abilities, but making them determined by a hero is a bad implementation. They should be inherent, assuming units have the appropriate equipment. Heroes could provide bonuses, though. That makes there be such a thing as generals. A general could grant, say, +1 attack whenever a unit is using one of those abilities. Some minor nitpicks on the abilities themselves: Charge is wrongish, there shouldn't be a defense penalty, logically.
I agree entirely with point one. I agree with point two, if it uses the second implementation. The first implementation just sounds tedious, to little actual gain. I disagree with point three. An attack can matter, if a fight is close. In practice, that situation is uncommon, but it should be less so as the game continues to be improved. I somewhat disagree with point four. I think that random chance should be important early on, but it should be possible to obtain res
My feelings are in concurrence with Klaus here.
Some logic would be required to dictate placement, but it should be okay to make it appear on the cloth map.
Regarding mounts, I somewhat disagree. It makes sense for combat speed to be increased by being mounted if you're charging, and are using a melee weapon. The game simply does not make those distinctions yet, leading to a bit of silliness. A charge should be an ability granted by mounts, I feel. This could be combined with some variant of the sprint ability as well, or perhaps not. Depends on how balance looks, maybe. None of the other ideas are relevant to my own interests, though the
This idea is great and I support it entirely. I think perhaps the way food is implemented should not be as described by Sethai is the better option, however, a squishy limit instead of a hard one. It's a good solution, it gives us an easy ratio that can be multiplied by some base value (pending play-testing, naturally). The only problem I see is scaling rate: Population starts out with low numbers, and food is relatively easy to get. As the game progresses, population increases expone
[quote who="GaelicVigil" reply="49" id="2791186"]I don't know why we can't just do what MoM, MOO2 and Civ did. Give us the option to assign citizens to city production or the military (guns or butter). It worked fine in the past, why fix what ain't broken? Reduced 98%Original 579 x 425[/quote]That has historically worked out fine. I'd say we can do better, though. I'd consider Brad's specialist idea, Sethai's direct proportionate idea, and my hybrid idea, are all more i
[quote who="UmbralAngel" reply="48" id="2790526"]You know how Master of Magic has those 3 sliders for dividing your mana income between Skill, Mana, and Research? Could you make a system like that for each city, dividing population between Food, Production, Gildar, Technology, and Arcane Research? Buildings could just then give bonuses to the output/citizen for that city for a particular resource. Troops should just subtract 1 population point from the c
[quote who="Sethai" reply="45" id="2790352"]@ Cruxador well, actually population is already displayed as P/P, because we have a housing limit as well. so what you'd actually need to display would be three numbers.[/quote]Housing could easily be separated out and labeled simply as housing. It probably should anyway, just for the sake of having an easily intelligible display. [quote]personally i think this looks pretty intimidating to new players and, well, i just put myself in the p
I feel like this idea is good but imperfect. This could be hybridized with the specialist mindset, though I think the specialist mechanic is abstracted for no good reason, or at least none that I perceive. So, make each building directly cost population. Change the population from a straight number to two numbers: Population, and available population. Just display is as aP/P. Now, available population would be used to staff buildings and would be drafted for military. Each bui
[quote who="dante0125" reply="18" id="2767474"]May be I am speaking something stupid, but since Starcraft2 now is able to use the models of World of Warcraft, with all the skeletons, animation... , why don't you attempt to import somethings from WoW.[/quote]The look wouldn't fit. Also, there might be IP concerns, I don't know.
I haven't noticed any deformation. Only thing I've noticed graphically is that cavalrymen don't know how to ride horses. Which is probably because their legs couldn't go far enough apart without looking weird.
[quote who="Nick-Danger" reply="8" id="2767392"]I've found the stack limit is 12 units (each unit can contain up to 12 individuals).[/quote]Up to 12 units, actually. A unit can be made of many more people than just one. [quote who="Tridus" reply="9" id="2767408"] Quoting Nick-Danger, reply 8I've found the stack limit is 12 units (each unit can contain up to 12 individuals). By stack limit, I mean the number of units that can sit in the same tile and move/fight together. I
Indeed, implementation of dynasties into actual gameplay could make the game really sing. After all, that's the entire point behind Crusader Kings, and it's got a solid following to this day. Elemental, which also has other stuff, would be great.
I'd say the best solution to this would be to add some procedural representation to the map so that small passes would be specifically noted as such.