[quote who="LeBlaque" reply="16" id="2682606"] Quoting Annatar11, reply 14There's a typo in the "Message from Blumb" screenshot Thinks so? [/quote] Who are yous to argue with Blumb!
VermillionChaos
[quote who="Reianor3" reply="60" id="2682305"] What the heck is all the TB panic about? TB are being worked on. - Check There is auto resolve already. - Check. Anyone see a way how TB could NOT make it in? What I initially wanted is another option for those who don't have time for TB in MP. Aside from option to set them to auto resolve (which is a must). Sorry people, 2-3 minutes isn't going to be the top of it, been there,
[quote who="Frogboy" reply="45" id="2682194"] Given the sheer amount of $$$ being spent on multiplayer, it's safe to say that we're taking it seriously. However, what I am not in favor of is simply taking the single player stuff and making it MP. I'd rather add more modes later like a dedicated Arena mode and such.[/quote] Honestly, would prefer a coop campaign if you have to scrap some features for Versus.
[quote who="Frogboy" reply="21" id="2682047"]Re: Multiplayer - our main focus for release day on multiplayer is to make sure it's FUN to play for the widest number of users and then, from there, create lots and lots of options for custom games. We're still evaluating whether tactical battles will be in MP initially or whether to implement them somewhat differently for MP later on.[/quote] Tactical battles are a make or break deal for a lot of people. I am one of them. 
You know, honestly, we can even disregard fan made mods for a bit here. Think about how easy a great set of mod tools make Expansions. You have a great new IP start here, and easy xpack creation. Some of use would buy for the campaign or continuing story alone. NWN2 is a stellar example of this.
[quote who="Annatar11" reply="93" id="2681457"] This is what's called anecdotal evidence. Show me numbers that Oblivion sold well because mods came out for it. Until then, there's no "most definitely" about it. How many fully-priced boxes sold because of mods? Did you buy Civ4 and TES4 full priced because of them? Modders and mod-users are a small portion of the total playerbase, and even fewer of those buy the game because of mods. The highest download-count
I actually agree with you on something Psychoak. I don't know how ppl that claim oblivion was great and don't append 'because of the great community mods' can sleep at night. WTF, that game was trash pre-mods. So yes Brad, mods can most definitely move units. I only own Civ4 and TES4 BECAUSE of the mods.
[quote who="Annatar11" reply="84" id="2681371"] But there are protection spells that a melee sovereign might not have access to. [/quote] If the melee sov is smart he WILL have most of those spells. Remember, he can pull all those useless wis points out and move them to int. So his potency is just as good as yours. [quote who="Saije" reply="80" id="2681334"]Well I disagree... On all your points. Sure the Melee sovereign may spend all his essence
[quote who="Tridus" reply="48" id="2680997"] True. "Borrow" in this case would more accurately be called "commit a copyright violation." Unless the assets were put out for public reuse, you can't take them and stick them into your own product. Doesn't matter if it's free or not.[/quote] Well in the case of Grecian-Roman 'borrowing' as long you don't lift the textures and models, but instead just look at them for inspiration it is in no way a copyright violation. <
[quote who="Frogboy" reply="5" id="2680718"] Essence = mana cap. Nothing more or less.[/quote] Sigh... so I take it you are married to this idea. Well, guess that means that caster sovereigns will be useless unless and until the modsquad gets ahold of the game. Edit: Just clarifying why: If essence is the only way to boost max mana, and essence is spendable, the only truely effective way to play the game will be to spend your sovereing down to
Essence NEEDS to be detached from mana. Period. There are enough other things that Essence can do(volcanoes, imbues, super specials) that it will never be diminished in importance. The ONLY thing that essence = mana does is make it so you have 1 and only 1 caster per side. That is not a 'War of Magic' at all. Recommendation: Wisdomx2 = max mana, Int = spell intensity, Essence = number of super specials your sovereign can do. Just make is so that ONLY the so
I am not really all that worried about the population thing, for in a world of magic a few well trained well spelled soldiers could fight like an army. Simply makes more sense to me. I just hope Brad addresses my question of non-hero, spellcasters. Otherwise it will be Elemental: War of 1-2 casters per side.
I can agree on the smaller army size Brad, with a population that near maxes at 15000 realistically, having more than 1500 troops as a standing army would be near insane(rough equivalient would be conscripting EVERY male between 18-27, who wasn't an essential support profession, eg blacksmith). Now as a magical world the rules can be bent/broken in later mods, but for now I think this is fine. And to echo an earlier poster, will Kingdom troops and Empire Scions be able to leve
@steelfin: Sadly pause DOES NOT work with anything but single player.
So feasibly, using those tags, you could assign special 'Books' for all of the Champion classes, then at certain levels or levels of arcane knowledge abilities would unlock? Would it be possible to have a 'weapon' that added a book of a weak type to certain higher end units? E.g. have a 'Book of Healing' that would only have the Spells - Healing(say level 3 knowlegde);Regen(level 9); Area heal(level 15).
So as I am sure Brad is aware the UI isn't exactly up to task. That, and I am a huge whiner! So if possible lets get some Low points, and things that need improvement out there. The Cities - as you even said yourself, they could use some serious UI/easyofuse work. When you select a city, you don't actually see much about the real state of affairs. Nothing is transparent(no, not see through; but obvious) or easi
[quote who="Frogboy" reply="69" id="2676504"]Yea, we're looking into a data issue. May or may not go out tonight.[/quote] NOOOOOOOOOOOOOO!
I don't know about that... it could be twins :}
The issue i have is more that I enjoyed helping ppl with odd issues on the Tech support forum... and I certainly can't do that anymore.
Yeah, that and putting your full first and last name on any forum post you make... yeah.
Yeah... Just saying thank you to Brad and Co. for not being idiots. Thank you.
@spicy Mike: definitely agree with those points. Prestige: An easy fix to that would be to have buildings that benefit from population I.e. Improved production per every 200 ppl. With prestige determining growth the only way to get 2000+ ppl is to have a large amout of prestige. That or as you said a generic prestige bonus, although that feels a little meh. Green Land: Perhaps having to spend either some kind of resource to expand your land typ
20 Tiles, i.e maybe 200 miles if you are being extremely generous... Are you saying that caravans couldn't carry food 200 miles even well prior to the dark ages? That is what I was calling tomfoolery. Having caravans be required to move food to/from cities makes sense. Having food unable to survive a 10 day trip, that is silly.
@Tormy: You might want to reread what you posted to instead of the just the first 10 words. Not being part of the global pool unless connected by caravans is one of the things that I argue for. But the idea of food being local to the city it was grown in is tomfoolery. Rome was totally feed by the farms in a 1 day walk right? No.
Honestly I have always found local resources to be terribly unrealistic. Caravansary has literally existed since the dawn of recorded history. If you want to see a good city building system look at Dawn of Discovery. that was much more realistic and fun with its Building Synergy, Placement, and Global Management. "Local food" has never been an absolute in any nation since the bloody wheel, if not before(I have heard of these things called camels, mysterious beasts you know