[quote]What I always held is that tactical combat should be allowed to span multiple strategic turns. Combat lasts 10 tactical turns and then 'stops' to be resumed on the next strategic turn. Both armies are pinned to the tile during "Strategic Phase". That plus a sensible stacking limit would allow for multiple battles to develop, with re-enforcements arriving and perhaps wounded units leaving. It would allow for tile enchantment spells to be cast depending on the pr
LordCobol
[quote]Units' battle speeds.... does anyone here remember Wizard's Crown or Eternal Dagger? In those games, units with higher speeds went first, but *in addition*, a unit with say a speed of 20 would not only go before a unit with a speed of 10, he would also get to move twice as often. Speeds on both sides were lumped into the same pool, it wasn't 'your turn, ai's turn, your turn, ai's turn' but 'Your guy with speed 20 goes first, then the ai's guy with a speed of 19 goes next". I don't
[quote]Can an allied player's units help defend my city, or can there be a massive free for all slugout between several armies desperately trying for control of an important choke point or resource?[/quote] I'd vote for these.
[quote]I think that MoM did it good : you have a "flee" button, and have a chance to loose some (or all) of your units (and some fame too sometimes). You could have the movement speed of the fleeing units compared to the fastest ennemies to give modifiers to each unit survival chances (fast cavalry and flying units should escape easier unless ther are other fast or flying units in pursuit), and it could sometimes be frustrating to lose a unit that should have been able to flee beca
[quote]If I see that things are going badly, allow me to order my hero to break and run and let my other troops cover for him. Give us the choice. Having heroes "tending to escape" would be so frustrating; defeating an enemy hero that never retreated only to face him again a few turns later would make me tear my hair out. Likewise, if it's chance-based, then the rare time when my hero doesn't escape, particularly a beloved hero, would be a "WTF" moment. During auto-resolve, obviously the chan
[quote]Why exactly can't each battle map Actually mirror the terrain on the strategic map? Is it a memory issue or what? Have each world map drawn out in 3D, then when a battle takes place and the camera moves in for the battle just have the battle map be a piece of the strategic map only enlarged to actual scale.[/quote] Yep. Works find in Rome:Total War
Turn-based is fine with me. But, FWIW, real-time battle are also ok, if and only if: 1: There is a speed control. 2: You can ISSUE ORDERS WHILE PAUSED. Take away either of those two and I'm out. Except for the Total War series, every real-time or "fast-paced" game I've played since the mid-eighties has been a bust. Don't like time pressure and don't have good reflexes (any more). Play to relax, not play as a caffeine surrogate
Once they get it at least part-way written, do they plan to include it in the beta builds? I hope they do, for two reasons... 1: We can check for spots that are unclear, etc. 2: We can test the game better if we know more about what features are supposed to be there and exactly how they are supposed to work. Time permitting, I can picture myself trying to use the manual as a checklist of features to test. (this is my first Stardock beta, so I do
(distorting by quoting out of context) "...programmers should not worry about memory allocation, dangling pointers..." So, they should program in the language I've been programing in for the last 30 years?? Guaranteed no need to worry about those two things :) You get one guess what language I mean.
I don't have much to say on the specific proposals here, but my general philosophy is that there might as well be serious consequences for losing your sovereign. Any one who doesn't want to suffer said consequences can (A) keep is sovie safe in his capital, (B) start a new campaign, or (C) save often and load almost as often.
Sounds good to me (but I don't expect to do any multi-player anyway, so....)
"And please do include the klackons once again" Ack !! "I still play it for at least 20 hours every 2-3 months." Me too ! 'MoM is great, but got boring quickly when I figured out how to make a hero that was invincible. I slaughtered whole armies and captured multiple cities all with one lonely hero.." No ! ! ! Err.... Me too, but not the way you mean. For me,
The two best I've seen are the Might & Magic intro, which somebody mentioned on page 1 the Elemental Beta info. I hope the "you travel north" intro and the little ditties like "...not such a mess....will make you cry less" will all find their way into the CD for the final build.
Question 1: How many of you prefer to... ... build the resource the normal way, taking 4 precious city squares ... send out pioneers to preserve precious city squares and/or use distant resources, at the cost of the pioneer's own expense, 1 unit of population, and the reduced benefit (example for those who aren't in the beta -- it takes two shards build-on by pioneers to get the benefit on one shard in the city) Question 2: What do you think
Agree. Would like to see small amounts experience from quests, other achievements like research & building things, and even (very small amounts) from just living.
The text "provides construction bonus in cities the sovereign is in" is ok in the sovereign-customize screen, but not so hot when on a champion like Ramis Blackstone who has the Mason profession. At least I hope hiring him gives the bonus to him, not the sovereign :)
I like most Single's list
Me too. (XP 32-bit)
"What if you removed the ability to customize your race/faction near the end of the beta test to help improve the built-in ones specifically? Testers would only use the built-in races to help refine/tweak them further." Yep, I think it would be good to disable customizing factions and sovereigns both for a while. Doesn't have to be near the end though.
"Frogboy don't you dare release it before the 1st of June (when my exams start). [e digicons]:typo:[/e] Please release it on the 4th (when they end)" I'm retiring in about 2.5 years. Feel free to work on it until Dec 2012 :)
"Then later, you can build an expanded mine which increases the base output to 2 per turn. Finally, (with engineering or some such) you can build a deep-shafted mine, which increases base output to 4 per turn. "expanded mine" and "deep-shafted mine" aren't additional buildings, but upgrades to the original -> thus built over the original mine." <
Whatever else they do, they could have every hero or sovereign gain 1 exp-point per turn, like heroes do in MOM & AoW:SM. It kinda make sense that he is training|studying|practicing some of the time when he isn't doing anything else. Also, maybe try one or more of the following... 1: If the sovereign is parked in a city, give some exp
"I wouldn't call it 1Z5. The version number is still 0.32 so basically it's 1Z4. We don't know that what was updated at all...." I could swear I saw something saying "1Z5" somewhere, maybe in Impulse while it was downloading. Maybe someone who hasn't updated for a few days can update while watching really closely and let us know.
I'd like to see more differences, ESPECIALLY rare traits that make some heroes have more long-term potential than others, like maybe... - 50% experience bonus (with a really rare 100% exp bonus). Someone who starts with this might lower base stats and fewer talents and would start weaker than current heroes, but would pass them by if he lived long enough to gain a lot of experience. - An extra boost to one of his stats every time he levels up, determined by the game, in
Don't really care between square & hexes in the implementations I've seen, but... ....if the movement-point system is fancy enough, you could go with squares but have diagonals cost 1.4x more that horizontal or vertical. Or maybe 1.5 if you want the numbers to come out closer to even.