[quote who="Zuggs" reply="10" id="2657208"]I agree. I think, if not just rest, inns should play a larger role than just that of a quest giving hub. It seems a little random to me, which I suppose it ultimately is. Rest, perhaps a place to buy items (including some that might not be available at player cities), or perhaps a place to also recruit heroes. Then they may not have to just disappear and respawn two squares down after giving a quest, but could have multiple purposes, perha
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AFAIK neutral settlements/factions are already in the internal build (haven´t seen them in Beta 2 though). I agree with you though. This whole Humble Inn/ Estate thing feels like a crutch to get certain Quests into the game. To me, it´s REALLY annoying that they pop-up/ vanish based on quests. It really breaks immersion IMO ("Hey, wasn´t there a Humble Inn (TM) just seconds ago?"). Same goes for the Dragon Fountains. I´d like to see the Neutral Factions
[quote who="Beric01" reply="5" id="2649954"] But yeah, I really want the old one back.[/quote] Same here.
Good Idea! Hopefully something like this will be implemented...
Yay! [e digicons]:)[/e] I second all of the above. Especially points 2 through 5, since i was just looking to write a post with very similar suggestions. One thing i´d like to add to point 3) though: The normal unit stacks should be sorted by battle rating, so that i can easily pick out my strong armies, even if i have several dozen stacks running around.
[quote who="Frogboy" reply="17" id="2640451"] As for being "RPG-ish", certainly there is an RPG sense to it in that you're not dealing with thousands of faceless people but rather every unit is individually represented and that you're dealing with much smaller numbers than the traditional strategy game where you might have 20,000 guys that die off in a single battle.[/quote] Interesting. Does this mean the info that there might be armys 10.000 strong during late ga
Edit: Problem solved. Turns out i should´ve thought of installing Direct X first... *ahem*
[quote who="BoogieBac" reply="69" id="2605879"]Just so there's more than one Stardockian posting in this thread, I'm throwing my hat in the ring as being 87% in favor of putting our efforts towards polishing up the current factions and adding the extra customization later. Most of my thinking actually comes from an old penny arcade post (http://www.penny-arcade.com/2009/3/13/) where Tycho rearks on the Fall from Heaven 2 mod, and the ejoyment he got out of just readi
[quote who="xGhost4000x" reply="7" id="2508937"]Hate to sound like a broken record, but I agree with the above. Ofcourse I like the idea of sieges taking multiple turns so that I can have epic sieges that last for months or years. (not sure how much time passes per turn) Not to mention it would be amazing to siege a city and focus all your effort on, for example the farming districts, cut off the garrisons food supply and now it's a downhill battle.[/quote] *sign* I always got
I really like this idea! [e digicons]k1[/e] This would go a long way in making the game feel like taking place in a living and breathing world.
[quote who="Wintersong" reply="2" id="2508507"] Wasn't one of the older plans (sometime in the past, when dinosaurs still ruled the earth?) that to conquer the city you had to conquer the Keep/Town-Square/Castle? And that's why how you built your city (sorrounding the Keep with other city tiles) would help to protect the city? Giving the impression of fighting in sections of the city attacked? [/quote] AFAIR, you are right. To be honest, one of the major reaso
Looks pretty decent. [e digicons]:)[/e] Although i hope the formations don´t stay that way (to loose and weird shapes) and become more like in the Total War series. But i guess it´s very early anyway.
I have to agree with some of the other users, i´d really like to see quests that support the idea of a dynamic and living world and which also offers the player interesting strategic choices - but without major locations like fortresses "popping up" out of thin air. For example, how about a "dragon egg" quest that works like this: Due to a random event (or possibly the fullfilment of a quest?), a faction you´re at war with, "steals" the egg of a dragon, which then
[Quote] vieuxchat Wrote: "magical" damage isn't really a issue as long as throwing a fireball isn't the same as throwing an iceball. [/quote] Thats exactly the point, i think. I wasn´t too thrilled about this whole magic damage and resistence type mechanic, as i didn´t really like the similar laser/rocket/mass driver system in GalCiv2. So i´m not disappointed at all, that it has gone away. But the point is: for what do i need different attack spells, like ice
[quote]If an ally attacks an enemy adjacent to one of your armies, you should get the option to participate (possibly having diplomatic penalties if you choose not to aid).[/quote] Or you could get the option to negotiate with him. For example, you could demand money or ressources für aiding him in this battle. Including diplomatic penalties for not helping him.
I like this. Rome and Medieval II had a similar system. Would love to see this make it´s way into Elemental.
What a bummer. Still got the same problem with Beta 1C. No images or medallions whatsoever. [e digicons]X([/e]
Looking at the "mock-up" of the new Research Screen and seeing that one of the branches is actually "magic" i´m wondering if we still have two divied research mechanism.
The last two are Fall from Heaven 2 and Master of Orion 2. The second one i also don´t know.
I´ve also experienced something like this. But in my case ALL of the Medallions/Logos (even in the race selection screen) aren´t shown. debug.err & DxDiag: http://pastebin.com/m3d0f7499 http://pastebin.com/f4f399894
Ah, im sorry. I wrote this in Mircrosoft Word and then used copy and paste. Looks like this also took the font and size of the Word document with it... Hope this is better now. Don´t know how the font is called, that this forum usually uses...
As of now, we don´t know how many city levels there will be or if the developers are considering some special options for “high level cities”. But when I think about the Worlds of Middle-Earth or We
I can also remember that in the economy-discussion thread the more sophisticated concepts were prefered by the majority of the users. Anyway, i´m eager to see where this is going, but right now i´m a little disappointed that "ressource inventory" will get nixed. For the exact reasons pigeonpigeon</
I agree that adding stuff like blunt weapons vs cutting weapons would most likely be a bit TOO in depth. But on the other hand, not having at least some basic types of damage would make combat too simplified in my opinion. <span style="mso
I didn´t play Empire Deluxe, but i also have thought about an option like that. A waypointsystem in which you could create a "loop" that a unit would follow ad nauseum if need be, would be really sweet and handy. Its stuff like this, that would really help in reducing micromanagement.