seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

I think the problem with that would be that every random building would get leveled. So you would arrive at a situation where your city doesn't need to specialize because it has 4 of the random buildings by level 5 and each one is giving huge bonuses. It just makes more sense to have a research building for every of the 4 level ups. ex: Alchemist +1 Research Laboratory +3 Research University +5 Research</

69 Replies 149,195 Views

This really belongs in the wishlist, but oh well. [e digicons]^_^[/e] There should be two stats to determine a creature's attack probability: 1. Aggressiveness. This could be called rage or bloodthirst as well. This would be the distinction between a defensive creature merely looking to defend its territory and the kind that exist merely to rid the world of humanity. 2. Intelligence. This would determine how likely the enemy is to consid

29 Replies 136,926 Views

Aren't most monsters bound to an area? Do those areas spawn new monsters or is there a difference between the things protecting resources and the things that roam about?

29 Replies 136,926 Views

[quote who="TheProgress" reply="4" id="3014002"]THE SIMPLE SOLUTION! Give players an option when creating a new game to set how aggressive they want monsters to be, overall.[/quote] Lies. [e digicons]>:([/e]

29 Replies 136,926 Views

Speaking as a Demonologist, some demons are very aggressive while others are quite docile. The key would be lore. Knowing your enemy is the first step towards conquering it. S in essence, there should be aggressive ones and passive ones. The trick is consistency and giving the user foreknowledge of the type. Maybe a message like the "Look at you wondering around the wilds like you own them," only saying something more to the tune of "A Lerath demon was spotted near your cit

29 Replies 136,926 Views

I plan on just having unique buildings that give your regular troops special traits. I don't know if you can do the same with heroes, but it would be nice.

9 Replies 6,010 Views

So buildings should be predictable and the same for every city and heroes should be immortal? Terrible game. There are buildings that are not random. The level up buildings are something unique to every city. I wouldn't be opposed to allowing every building to level up when the city does, but it certainly isn't a necessity. I actually made a mod that does exactly that for WoM. Maybe I'll transfer some of the tiles.

69 Replies 149,195 Views

I think I will put a pin in my part of the discussion until after the beta comes out. There are just too many things we don't know and even more ways they could be handling this issue based on how they actually implemented city building. Content mods are my backup plan if the building features are guilty of city cookiecuttering. I am planning about 10 unique buildings that fundamentally change the way a Kingdom or Empire play the game. Each building will open up 10 new build

30 Replies 11,837 Views

I am American. I would just build a net covering the bottom of the lake and then yank it up once the fish had grown. No need to waste time with explosives.

15 Replies 40,837 Views

Oh, you did a great job on them. I think of them as part of the core game now. I hope that you have time to do as much for FE as you did for WoM. Unfortunately I will be at sea about the time FE comes out, so I probably won't get much modding time until next fall. I would hope that the increase in game quality will attract a few more to the mod community. It's probably the easiest game to mod that I have played.

10 Replies 6,838 Views

I am focusing on outlining spellbook themes right now. https://forums.elementalgame.com/410883 Whispering Wind would be a spell that needs a "target all champions" option to work. Just as Insatiable Lust would require the "target city" option, which is definitely in the game at this point. The problem with making spells is that we can really only use the functions that the vanilla game offers and try to tw

7 Replies 5,072 Views