Using the one per faction system and the the already in game upgrade system I used in WoM for my Robust Cities Mod, it would be easily added with no new code. They could refine it a bit with some code and a new tree to show player options, but this is totally a moddable option if the devs are too busy/ have a different vision for vanilla 1.0. After WoM I learned to think within already possible parameters. [e digicons];)[/e]
seanw3
Another thing is that we should be getting more than +% and +X from buildings. Where is the option to design magic users? What building will give me special weapon options? Which citylevelup improvement will make water magics more potent? Where do I forge items? Combined with leveling improvements, these kinds of features could increase in variety by allowing the player to choose between mutually exclusive upgrades via the Tech Trees. Quests and Wildlands should also unlock some
There used to be treasure maps in the loot around one's base. This would be a good thing to bring back so that we can get a lay of the land without needing to cast spells to scout in the beginning. " The level ups are one of the few unique systems in place, I think that system should be developed and expanded - instead of a single building each level, transform the the level-ups into a branching system that lets you customize the city to your needs. One path gives you t
Each Improvement to your tower will give bonuses and penalties to every aspect of your nation. One option is to build the Dungeon and learn to train something better than mere men. Level One Dungeons Minion Path (Leads to Conjurer Path or Beastmaster Path) -5 to designed unit Constitution, Strength, Intelligence, and Dexterity +5 to designed unit Spell Resistance -80% unit upkeep cost Level Two Dungeons Conjurer Path B
Now that I have played the game, I would change my initial estimates: +400hp while in city. +50% Elemental Resistances in city. +10 Intelligence in city. +10 Initiative in city. +20 Health Regeneration while in city. Guardian Unit is added upon improvement completion. (The type and power of the unit will depend on which Tower Upgrades you choose.) Double Spell Damage for all magic users. (May be spread out between a few upgrades.) <
Did you get the defend one too?
I am in favor of a list of cities popping up upon completion of a caravan. You can send it to any city you do not already have trade with. I would think a small amount of gold should be invested to build the initial road.
The 3 by 3 grid you see at the bottom of the screen for your army will actually decide placement in a battle. The real problem is getting them to change position in the grid. We need the old GalCiv2 interface. It would really solve much of the logistical issues.
Good point, level 2 units even with a guardian statue and a wood fort is no match for some of the creature that spawn behind one's lines. I try to make sure to put outposts in areas that I think might get spawns later in the game. You shouldn't need one hero per city just to defend, but I would say 25-40% of your total army should be defending for optimal balance.
[quote who="CdrRogdan" reply="87" id="3062473"]@seanw3 Currently the option to increase the tech speed is not operational. Perhaps I am alone in this but I suspect you must be supremely awesome at the game to have all the techs by turn 400. In a long standing game I control over a third of the map with roughly 3k population and it is taking me several hundred turns to research the higher end technologies.[/quote] I didn't realize it was turned off. As to my tec
I don't want to be the bad guy here, but a quick sweep through with a few heroes would allow you to raze those pesky cities. Doesn't solve the underlying problem but at least you could relax in a pool of their presumptuous blood. Isn't that how real wars are started?
An interesting perspective on the question of cities. I agree that once you have a good industrial base, the game forces you to either sit idly by or build soldiers for the sake of having some kind of production. But what other things can a city build if not troops? I know Civilizations would say to build world wonders. I would agree that a wonder system would give a few cities options and maybe start making each nation a little more unique. You could follow that suit by all
I always want to build that, but end up getting Underforge for Earthshard. This is the XML for that building: KingdomStyle K_Skath_Pit_01 <span style="background-
I would say that new people are commenting that are just now starting to play the beta. I am holding back alot of my positive feedback. Don't want to look like a fanboi. [e digicons]:grin:[/e] The more constructive criticism the devs get, the better that Monday meeting will go. As long as no flames pop up, it's a good thing. [e digicons]:)[/e]
But you can change the personality of the AI for each faction in that game. You will be able to tweak the AI in this game to an unheard of level once it is finished. Right now, if you care to look at some XML, you will see that you can make an infinite number of difficulty settings and have them shown at the starting screen. It just takes a little modding know-how. So make any kind you want.
I know what you mean. I just lost 20 groups of Cossacks to an Ashwake Dragon. My finger was on the load button the whole time, but I eventually decided to take a break and live with the consequences.
@ jpmcconnell, What they need to do is make a quest editor and use it to create tons of quests with Risk/Reward style options. It is currently a headache to make any quest as it has to be done in xml format only. I agree that one of the devs should be tasked in the next few months with some serious quest expanding. @<a id="ctl00__Content__RepeaterReplies_
Increasing tech speed eliminates it as a strategic choice. If you don't want to commit to a normal paced game, you can speed up the tech pace. I am at turn 400 right now and I have most of the techs in the game. I wouldn't want things to be much faster.
"- Unit/Army still can't upgrade units." Yes they can.
I dislike having to micromanage all the land. I never liked that par to Civ games. And the autoworker function never got it right. I like having meaningful nodes and the grain/material system. It is much less to manage so I can get through a turn quicker. Land decides what improvements I can build, how large a city will become, how much research I will get from that city, how much gold and other resources I will get as well as how quickly I can produce. That is more than enough depth and it d
"That said I doubt such a mode would be challenging" The mode for full AI without cheating is called Challenging. [e digicons]:rofl:[/e] Though right now it is still easy for a human to obliterate. [e digicons]:S[/e]
A great idea.
I am working on 300+ quests right now. I think it is a good place for user created content. My theory on quests is to have several with the same opening, but clicking on an option will have a different result. That way instead of Accept/Decline, we get a series of Risk/Benefit options. Hope that makes things more interesting for you guys.
If you don't know, it means they will not attack a unit that is a higher level.
I suppose I think of it differently. I always play with the mindset that a great leader needs to use the resources given efficiently. If you can't build level 5 cities due to lack of grain, then build several smaller cities that can reach level 3 or 4. The player needs to be adapting to his or her surroundings. You don't need level 5 cities. It is only one path to victory. The problem I see is that there are not enough improvements that balance the small