Allow a mutually exclusive choice of buildings to be constructed on top of a raw resource. Why? Because I really don't care for the pre-colored mana nodes system. Allowing multiple upgrade paths on the shards would allow for a pretty straightforward redesign of the system. Plus, at one point, there were quite a few complete conversion mods in the works that would require this sort of xml function.
LightofAbraxas
I think I read somewhere that major changes to city mechanics were in the works for one of the upcoming updates/beta versions... Which is good. Because right now, all the current system makes me want to do is exit the game and go play FfH.
Yeah, I think that people dislike the tech tree mainly because of poor execution rather than disliking the idea, itself. Also, I only read like the title and first sentence of your post, sorry.
[quote who="epmode" reply="2" id="3060389"]This would be a pretty big change at this point but I think I agree.[/quote] Oh, I don't know... probably only a window to view the buildings in the city and a button to demolish them, right? It's not like they add anything to the gameplay.
I've always felt this way, myself. In addition to what Sir_Linque said, having a lot of really sprawling cities on a map makes the game world feel a lot smaller, too. Which I'm sure doesn't matter for a lot of people, but it's something that I can't help but notice.
I think that these are great ideas as well, both from the OP and DexCisco. Not that I've played the beta yet, but still.
Yeah, I agree that this should have been made more clear, but just think of the logistical and legal nightmare of getting pre-order info from who knows how many third parties. Look at it this way- why would you want to get tired of the game before it's even out of beta testing?
I don't think that pre-orders from third parties are included in the first beta wave. I'm in the same situation with an Amazon pre-order.
Just a suggestion, but I think that it needs to be clarified that only those who pre-ordered directly from Stardock are in the first wave of the beta . Amazon, etc. pre-orders will be in the second wave of downloads, I'd imagine. Edit: Oops, I see that a couple of other posters beat me to it.
[quote who="Rishkith" reply="4" id="3058574"]Never got an email. File isn't listed. I pre-ordered way back at PAX 09. So it seems beta is only for some pre-orders.[/quote] Yeah, I preordered through Amazon, and it looks like I'm not in the first wave, either. Which is cool. I mainly just wanted to look through the spell xml.
Sure, why not?
Elemental... I wish I knew how to quit you.
A really cool, educational FPS. Or at least that's what I'll be telling people until I get my hands on the beta.
[quote who="StevenAus" reply="164" id="3043446"]Well, I agree that base WOM could still be a lot better. Don't worry. The trolls will come out when the beta does. But hopefully there will be some constructive criticism too. Cheers, Steven. [/quote] FTFY.
So... this game looks about ready for beta release, right guys? RIGHT? GUYS?
[quote who="Magog_AoW" reply="25" id="3041500"]I'm in the closed beta for Warlock:MotA. Starts tomorrow. This will be interesting.[/quote] Any chance we could talk you into giving us your impressions?
Thanks for the update! I'm excited to see that elemental-specific damage is in.
[quote who="Climber" reply="14" id="3039601"]As usual, I am not asking/wishing a lot, as beta is probably near. At the most basic level, I want to see if 'height' is in. A very simplistic implementation will be nice already. 3 height levels: A, B, C (while A is the lowest). Normal non-reach weapon cannot hit A C, even if adjacent. And it is not possible to walk from A C, unless there is jumping/climbing/flight ability. Finally missile bonus provided to high groun
[quote who="Lord Xia" reply="106" id="3037227"]Any one mention how bad ass Kool-Aid Khans shield is? It's pretty dope![/quote] And now I'm never going to be able to take that guy seriously again.
Word, thanks for the info guys.
[quote who="Winnihym" reply="4" id="3038617"] My understanding is this is more or less what is involved in the city level up system in order to establish city uniqueness; city perks on level up will allow for unique buildings to be built within the city that bestow some bonuses. To something. Somewhere. [/quote] Oh, no kidding? Hopefully they allow modders to add city traits in after release.
Just a couple examples, because I have the boredom only comes with being 28 years old and having a 4-week Christmas break. Harvest Festival: In the years after the cataclysm, obtaining regular sources of food became a primary concern. The Harvest Festivals that have become an annual tradition in [City] provide a degree of comfort to the population as to your ability to lead them, as well as providing a forum through which the farmers of t
A perk-based system for towns (as in, something a little more flexible than what we had in WoM) would be fantastic. Just think of all the things that could be done with it! I'd prefer a system in which I select the perk at level-up rather than something completely random. It, uh... doesn't 'seem' like it would be a huge amount of work to link city level-ups to the trait/perk/whatever selection that champions get. On the other hand, I prefer the taxation system in
Yes, please.