World Tree is more an artistic concept than any name I'm attached to. Plus they won't be spammed because like Palaces they will be limited to one per civilization. I like the concept of Seelie court and Unseelie court and they're some of the inspiration behind the Colonists and Conquistadors. I lean against using the Seelie names though because I don't want people too stuck in a rut about playing them. In the end though I'm more likely to name them Seelie court or Unseelie court than
Rishkith
Here is a proposal: If the heir is a military leader, you inherit all military units in his stack or within a certain range not under the control of another heir. If the heir is parked in a city as a breeder or town leader then you inherit that city. Capitol city goes to the firstborn heir. Every other military unit has a chance of going rogue, mercenary or aligning with the nearest heir. Other cities hav
Post reserved for anything I may not have considered (and pending how the dungeon and spell systems work).
Fae military This part of the mod needs a ton of work to say the least. There might not be much to it until we start seeing how tactical combat works. Here are some concepts though: Fae can't produce metal weapons. Disadvantages against Iron (and maybe Silver for some units) No Seige Weapons Lots of special Fantastical units. The Wild Hunt, Sprites, Dryads, Kitsune, Selkies. More brainstorming and playtesting needed!
Sovereigns and the Fae Race Racial bonuses aren't in the game yet so nothing on that yet. I of course need artwork for male and female Fae Sovereigns. Personalities/Factions: (All names are a work in progress) Colonists These Fae are here to escape their dying world and make a new home. They will seek to spread life infused forests over as much of the world as p
Cities and Civilization development As a forest based civiliization essentially every building will have to be completely redesigned. Some will be eliminated entirely, some replaced, and new resources and improvements developed. Artwork will be needed for all both 2D and 3D. Current Proposed Resources: Berries Sun Bees Fox Dens Silverwood Ironwood (created?) Water Horses (rare) Se
One thread to rule them all! I'm writing this as the master thread to the new race mod I intend to create for Elemental. The inspiration for this comes from old folk tales about the Fae Folk, sprites, selkies, kitsune found in many medieval stories. They can use Life Magic but be sinister bad guys or mischevious good guys. Core concepts: Forest Dwellers. Settlements exclusively on forest squares Smaller
Looks like a bridge to me!! :D
The Magic system should be a lot like Magic the Gathering (as in fact Brad himself said at PAX while next to the WotC booth). Each Magic type is the source of the damage, not the damage type itself. The question is what should those damage types be? There is no need to tie it to the "mana" types and I think that would be awfully limiting and constrained. I think the original damage types are excellent. I would just want to see poison/disease/bio/corrosion added as others menti
I would STRONGLY recommend staying away from unique tech/resources/weapons for leaders. It is very very difficult to balance versus stat bonuses (will the resource be useless in late game? overpowered in early game?). Plus it can just be frustrating (Umm, so their leader lets them build long pikes and we're doggedly stuck with short spears?) and not very fun. Not sure what I think of talents/skills. As an immortal they would have plenty of time to developm new talents and skills and l
Trying this back onto the Frog's original topic. [sarc](Despite his habit of bashing Stardock employees and telling them they'll have to take their journal entries away :p ) [/sarc] [quote quoting="post"] So what might some of those traits be that you’d want to tweak? Here’s a few off the top of my head: · Essence (-1, 0, +1, +2) · Fertility (-10%, 0, 10%, 20%) · Base Attack (-1, 0, 1, 2) </
I like Wintersong's Background idea lot more. Unlike some of the others I don't think starting bonuses should mean a lot in the endgame. I'd like to see things that are minor or fade away. However, I wouldn't mind seeing more bonuses that could be earned during quests. Basically I'd like to see something like a RPG setup for the Sovereign rather than the way leaders were setup in Galciv.
[quote who="austinvn" reply="19" id="2467714"] In short: kingdoms who suddenly find themselves short a sovereign really ought to fracture between all viable heirs, with an intact kingdom only getting passed on if there's just one son to inherit it.[/quote] This is exactly how I feel too. I believe that each city should go to the heir "resident". If you don't then only getting the first primary heir spot will matter and every heir is nearly worthless. Might be a go
I second Vandenburg's suggestions as well!
[IMG]http://i493.photobucket.com/albums/rr300/TheSallust/Sovereign_phantom_moves_001.png[/IMG] Here are the steps to recreate this bug: 1) Give a unit a move order to any location. 2) Deselect the unit (anything works so far) 3) Move the screen so that the moving unit is not visible. 4) Advance turn. The unit will move, but the graphical marker for the unit will not update. This results in the image shown where the position of my
Also occurs when loading a new game save from .262 that wasn't overwritten. Game loading no-workie!!! One of the worst bugs for testing :(
Did you have a Non-aggression pact? My most recent game the sovereign went on a walking tour of my property after I made a non-aggression pact with him. Unfortunately when I attacked him he simply "poofed" without a combat and now I can't find him on the board. Can't confirm it as a bug though as the screen is already full of phantom units because of the units leaving from negative income.
[quote who="PurplePaladin" reply="13" id="2465397"]So, you don't like the dwarf-kid in Dragon Age Rish? En-chant-ment![/quote] Haven't playe Dragon Age or seen it played yet. [quote]There are always so many "uncatagorizable" spells, they really do need that one "mystical" catagory, like Sleep, Slow, Far Vision, ect.[/quote] Agreed. Plus things like "Acid", "Holy" don't fit into the key Element structure ELEMENTAL has going. Mystic works much better than m
Problem still persists in .262
I've succeeded so far though I've not seen any caravans between them. My economy is also getting hit by the invisible "road tax" as they're built, so it seems more than just cosmetic.
Am I missing a sovereign name change option anywhere? I noticed my bearded wizard soveriegn was assigned the name "Lady Sarah" in this version. I would like to be able to change this because hairy biker dudes in robes calling themselves "Lady Sarah" intimidate me overly much. Besides I like changing names and normally change the name of the character I'm playing anyways.
Is there a way to make unit designs obsolete yet and I'm missing it? Otherwise this feature needs to be added in promptly. In experimenting with techs I've got a ridiculously crowded numbers of units. Also, improving on Galciv 2. I would like to have some new unit designs automatically replace old ones rather than having to reinvent the starship or micro-manage the production across all my empire. By the way I would like it if the man figure in the picture was 10% to 2
You aren't allowed to build roads until you have two cities. As soon as you have two cities you're given the option of building to every city on the map (or continent don't know which yet). I don't know if this is a bug or intended but I don't like it. My proposal is: You should only be able to build roads to your own cities or civilizations you have some sort of trade pact with. You should only be able to build roads to friendly foreign cities that are reveal
Looks good. Something I would suggest is that I'd really like to see some kind of hero ability like "Enchantment" so that a hero can pay the mana cost instead of me. I don't really want to do all that enchantment bookkeeping on my Sovereign :p
Still occuring in .262 due to "road building tax".