StormSeed

StormSeed

Joined Member # 3144856
3 Posts 31 Replies 179 Reputation

I have some ideas. (As opposed to opinions) 1. Instead of waiting for everyone to press the 'end turn' button, how about a button that says 'don't end the turn yet', which only appears after the first person presses 'end turn'. So, if you really need extra time, you press the button. 2. The current system of giving orders is not good for a phased system. One should be able to say 'intercept that army', 'attack that city', 'guard this area', 'go there

187 Replies 423,911 Views

After reading all the suggestions and complaints here, I got a new idea, which allows as much control as you need, with minimal management. 3. Organic tactical roads - A roadbuilding AI tries to connect everything you build together, using the current shortest route (which is influenced by existing roads). It should not build roads near hostile units, so they automatically avoid dangerous areas. If you want a road to the mountain pass, build a fort or something th

287 Replies 653,914 Views

Since we are going to be able to build buildings outside of cities, I have two ideas: 1. You can build inns outside of cities. Caravans between cities will use the inns as waypoints and create roads automatically. There should also be local caravans that create roads between mines etc. and the closest city. 2. Make roads an out-of-city building. This way, it goes into the building queue, so there is little micromanagement, and the construction speed depends o

287 Replies 653,914 Views

I think the different charm spells should work on different kinds of creatures. Taking control of a giant spider has different balancing implications from stealing a unit of enemy soldiers. A soldier with steel plate armour and a peasant are both just humans serving their liege; the only difference in charming them would be that the soldier might have anti-charm training and/or equipment, so such a spell's power is very variable. A Charm Monster spell however, relies on

50 Replies 123,957 Views

Having read this thread, I notice that the posters' opinions can be divided into certain mutually exclusive categories: One should choose what to research based on one's situation. One should only be able to research things that make sense in one's situation. One should research according to one's strategy. One should adapt one's strategy to what you researched. One should be allowed to choose techs according to the story that you a

96 Replies 257,486 Views

It sounds like the economy that they are planning to put in is in some ways similar to this idea. We'll just have to wait and see. I suppose I could always mod it in after the game is released, if the system chosen is not similar enough.

7 Replies 33,674 Views

The building doesn't need to be destroyed per se, but something has to indicate that the building is not being used anymore, and that people are unemployed because of this. The idea with my system is not to represent progress from stone to steel, or whatever, but rather to allow the player to adapt his/her economy to the situation he/she finds. If you don't have iron, you should be able to adapt to it by using something else, or by being more diplomatic, or trading with an ally

7 Replies 33,674 Views

@Ivan: I've read up on bronze. Bronze is harder than iron and requires less maintenance, but iron has the advantage that it is much more common. I was favoring gameplay over realism anyway. According to various sources, iron replaced bronze because it was cheaper and good enough. Wikipedia confirms my sources. @MagicwillNZ: The wood furnace was in fact inspired by Dwarf Fortress. DF's way matches with my knowledge of real life on that subject. Coal

7 Replies 33,674 Views

Hi! Since, if I recall correctly, the dev journals have stated that people found the resource system with stored/transported quantities to be un-fun, I've decided to attempt a design with which to replace it, and would like some input. I decided to start off from the basic design principle that strategic fun is making decisions under scarcity. I also know that the new system needs to be easy to manage, having preferrably no minutiae and minimal UI requirements. F

7 Replies 33,674 Views

During this discussion, remember that larienna is a person not participating in the beta. (Evidenced by the fact that she says "from what I have heard") This means that larienna hasn't actually played the game, and therefore doesn't know whether or not it is fun with the research and tech tree as currently designed. What she means by "primary technology system" is probably that she feels that the current implementation would be ok if the spells work differently. Th

15 Replies 9,596 Views

While option D does sound ok, I think I should propose option E: Option E: Unit designs are only a shortcut, unit designs are simplified, and basic resources are stored. When you want to build units, it shows you what metals/wood/stuff are available in this city, what can be imported from inside your empire and what can be imported from further away. When you decide to build units, you just pick one option for each of the five slots: left hand, right hand,

123 Replies 357,010 Views

For the sovereign I recommend something like in Dominions 3, where the 'sovereign' is set up before the game. Because special hero abilities run in the family tree, I think the heroes should level up automatically.

18 Replies 53,026 Views

When I zoom in it zooms toward my mouse cursor, but in such a way that the mouse cursor moves on the map, so the destination of the zoom keeps changing and I end up far from where I intended to zoom to. The fix should be simple. The camera/viewpoint should move in a straight line toward the mouse cursor and the view direction should stay more or less constant. This should cause the cursor to stay still relative to the map.

0 Replies 847 Views

There are actually different colours being used on the map for different terrain types, but the colour is very subtle. I guess they are going to add a texture over that, to make the grass look like grass etc.

51 Replies 118,203 Views

Another possibility is a paperdoll, like Diablo. Or they could group the items by slot, rather than function. Function might then be shown by colorcoding and sorting.

6 Replies 6,484 Views

I had a different problem with the UI scrolling. I put my mouse at the right of the screen, and then it scrolled left. Putting my mouse at the left has no effect.

4 Replies 2,272 Views

I thought I remembered something like that. I couldn't figure why the ALL-X works, so I just forgot about it. Well then. Hopefully we catch such things during beta and have them fixed. I love the idea of this very thorough beta. [e digicons]|-)[/e]

126 Replies 382,110 Views

I don't think we need to fear that there will be a one-and-only strategy (like SoD) in this game. Stardock knows how to do it right. (GC2 didn't have any problems of this type AFAIK) How they will do it probably depends on the beta, so you should be happy if you signed up, since only then do you get to influence the decision. Really, everything Stardock has told us seems to be pieces to a puzzle which realizes one magnificently well-designed game.

126 Replies 382,110 Views