Perhaps the European rules of Heraldry might be fun to apply. So when you marry your children into another family and they have your grandchildren, the grandchildren's coat of arms will be a combination of those of their parents, perhaps with residuals of whatever benefits which the parents' coats arms carried. For example: http://www.universitystory.gla.ac.uk/coat-of-arms/
cleflar
Perhaps this should be an option that is chosen prior to the game, whether a resurrection spell is possible or not. another option might b e a resurrection is possible but a death results in a loss of prestige and also a level or more, something that is sufficient to make dying a real penalty. If death matters then there is a LOT more intensity to the game, more drama because it matters. If it doesn't matter then it is boring. Another related option might be like the
It is a good and workable idea. When I am playing Civ type games I have used this methodology frequently. I would divide my empire up into regions based upon the characteristics of the region (border, economic development, trade maximization, military unit recruitment, etc) and then manage the area appropriately. I found that this also helps in the organization of the militay since each region can have its own assigned army in charge of regional defenses. Pretty much
I think most game companies fall prey to the temptation to imitate each others' products. This results in less choice for the customers (us) and also to a general 'dumbing down' of game play because the largest mass of customers appears to be people who want an easy win. However, these 'easy win' players also tend to be short term players so companies who try to get them as customers may get a quick sale but then end up in trouble as the players migrate to the next easier game in
Don't you mean, "The Federation will no longer *WANE*" (rather than *wean*)? When something is 'weaned' it is giving up something that it is accustomed to, clasically applied to the time when an infant no longer nurses from mother and instead takes more solid food. Wane, as in 'the Moon wanes' means to diminish, which I think from the context is what you are trying to say.
Yes, several games (including Civ, I think, and most Paradox titles) include a 'Badboy' rating which makes it harder for an aggressive player to succeed with that strategy.
Very nice, though I wish I had the dictionary I need to read the Runes.
So if you share a border with a powerful potential enemy, one possible way to help keep the peace would be for you each to contribute a border city to an independent state which would now seperate you, excellent.
I like strategy and decisions, graphics is just trivial eye candy for me. Beta sounds like my kinda game. TY
Good ideas, thanks. For the second of them, perhaps this could also be influenced by the magical affiliations of those involved. If both were Life (or both Death) then you would have a natural affiliation. If opposites, then a strong natural dislike. From there, the use/learning/acquired nodes of the earth/air/wind/fire could also influence the closeness. As a reference, think of how diplomacy is used in Civ IV. Having the same civics and religions infl
Perhaps citizens can advance via education (building schools, churches, workshops....) and experience aka. Civ Colonization. If you defeat an enemy army and take prisioners, perhaps they could be returned to your cities as slaves if you want to turn them into citizens. Prisoners might also be drafted into your army with a very low morale.
Personally, I prefer the more complex system with different types of damage and resists on weapons and armor. It forces (allows) the player to make choices. For example, if you are raising an army to move into an area with volcanos and fire dragons, put fire resist on your troops' armor. If you are exploring into the northren arctic wilds, freezing resist. If your human opponent's favorite units use longbows and crossbows, then equip your armies with armor which is m
I would be against any type of auto upgrade because it is unrealistic, if such an argument has any validity in a fantasy game. If you make your bronze sword 'double folded' for your unit then later discover 'triple folded bronze swords' the old unit still has the old swords. If you want the new ones you have to make the new ones, and that costs time and resources. The better sword probably takes more time and resources than the old one, so an auto-upgrade of existing units i
I think this is a very good idea. Perhaps the stats could start hidden, but the owner finds them out after the unit is engaged in battle. The adversary might also find them out after several engagements. If the unit breaks and runs, stats go down. If they win, they improve. The backstory could be optional, written by the player if desired. It would be nice if the unit could be named, and renamed. This allows the player to award decorationis to u
Rather than just a bonus like '+5% defense", since some units have physical attacks and some have magic attacks (and since there are different types of magic and different physical attacks like bow and melee)... Why not have a system where the channeller can imbue various types of anti-magic? For example, a +10% against dark magic might result in a -4% against life magic. A ditch and palisaide might grant a +20% againse sword/spear units but a -5% against bow units since y
[quote who="Gormoth1" reply="44" id="2337343"]Ummm...Sorry, but....this chick needs to get laid. FAST [/quote] We could all a nice zerging.
I like them because it defines the town area. Perhaps they provide minimal protection from wandering bandits. Probably they are something that can be upgraded to stone, then add various towers, moats, bridges, porticullus, and so forth.
I appreciate the work done on fonts and shading, I am confident that it will make the game even better. However, the things which made MoM an epic game were not fonts and shading, it was the depth of the gameplay. The multitude of units, heros, spells, the depth of the tactical battles, the joy of exploration and city building and the difficulty of winning against the AI. Thes and other elements of game richness, such as the complex economy you discussed earlier, are
Lineage2, going on five years now and still loving it. Finding new things to do in it almost every day.
Panzer General Stars!
I strongly favor 'camp 1' the sophisticated version.
Most PC game reviews seem to have been made by someone who spent a couple hours or so looking at the various early screens in a game and who never really played it, certainly not enough to understand it and write a decent review. Therefore, I ignore reviews except for screen shots.
Piracy is bad. It is illegal. It is stealing the intellectual product of the creators and preventing them from benefitting from their work of creation. Perhaps it should be renamed, because 'piracy' has a mildly romantic ring to it. It should NOT be renamed something mild like 'file-sharing' but rather something more honest like 'stealing' or 'ripping off the artist' or 'fooling yourself to make you avoid admitting you are a scumwad.'
The answer would be a cultural change where people no longer generally believe that stealing and cheating is acceptable behavior. It is unlikely to happen and it would probably take generations. Still, it is the only 'solution' I see.