Satrhan

Satrhan

Joined Member # 3393530
21 Posts 520 Replies 948 Reputation

Sticking with the environment theme from some of the posts above; I like how the map looks completely desolate at the start of the game, and you slowly restore it to life. My suggestion would bethe opposite of Heavenfall's; have the restored land spread more quickly, and beyond borders. The 'restore land' spell is a powerful one-shot spell that restores life to an area, and life wants to spread. It seems a bit silly that it would wait for your political sphere of influence to expand before it

134 Replies 426,862 Views

Hi Toby, thanks for introducing yourself. I hope you don't mind being grilled in your introduction thread, but there is a lot of important stuff in your post. I'm happy to see that two out of three features that need a lot of improvement are being addressed in v1.1 (Magic and city building, third being combat), but to be honest I'm not very enthused by the proposed changes. I like that population is becoming more important, but I don't see how the specialist system will improv

133 Replies 384,179 Views

Heavenfall, I hope you'll keep producing mods. I can't speak for anyone else, but the reason I don't download any mods is that to me, like Murteas and Das123, the 1.0x branch is just broken beyond anything a mod can fix. If 1.1 is anywhere close to fun, I'll start trying mods that look interesting..

32 Replies 9,324 Views

I agree that the atmosphere has improved quite a bit, or at least returned somewhat to pre-launch 'normal'. Not only have the haters gone away like heavenfall pointed out, but I'm also seeing a lot less fanboys and/or trolls (to put it politely) who keep claiming that the game is nearly perfect as is (maybe to complex). Or even more annoying, those who keep telling some of the dissapointed people who would like to see certain features added or changed that those feat

40 Replies 106,775 Views

[quote who="Frogboy" reply="93" id="2796791"] The reason for the delay will be really obvious after next week's announcement and I think will make people very happy. [/quote] I'm sure it will, I just want it NOW[e digicons]:P[/e] (yes, I've been told I can be a bit impatient..) [quote]Regarding v1.1, we're just referring to them as population requirements. Example, a Merchant will use up 5 of your population (the people don't go away, they're just working at the sho

145 Replies 263,297 Views

I'd really hate that. I don't mind that founding new outposts is relatively easy, as long as developing them into productive cities requires a big investment of money, people, materials, and time.

15 Replies 77,440 Views

I wouldn't want to go back to the old system of having the sovereign found every town. He's the king of a nation, founding a new outpost should only require him to send some peasants and tell them to start building. But I agree that the current system has removed all flavor. I'd like to see revived land spreading beyond your influence, and your pioneers could then build viable towns on that revitalised land. If you want to expand beyond that, you'll either have to cast revitalise in that area

15 Replies 77,440 Views

I made a similar suggestion in Frogboy's all-purpose mega thread. It would add a lot of flavor to the map, and provide the players with some early obstacles when they start building their civilization...

17 Replies 70,967 Views

[quote who="Frogboy" reply="68" id="2796472"] Correct. And the scope of both expansions has recently been increased so the first one won't be coming out in 2010 anymore. It'll be clear why next week. [/quote] That makes me both sad and happy at the same time[e digicons]:)[/e] The changes for v1.1 sound great. Are you still going with the specialist slots btw?

145 Replies 263,297 Views

Woot! From Frogboy's latest dev journal : [quote who="Frogboy"] 5. Training times for groups of units will have far less penalty. In essence, we will encourage larger sized armies to move towards more epic battles as well as reward those who have more developed, large cities (i.e. able to supply more citizens for training). [/qu

420 Replies 1,128,922 Views

Two issues I have: 1) The replies and views statements (or what do you call it) for every post make the forums seem a bit cluttered. I'd suggest replacing them with (numberofreplies)/(numberofviews). It already says that at the top of the colum. 2) A small one, but the 'go to last reply buttons' aren't lined out, in IE8 at least.

115 Replies 316,619 Views

I was afraid of that. I got a small slimmer of hope when I saw the roads being constructed on the map, but seeing how they don't change the tile in any way I guess they're just decals that are placed in the tile. Thanks anyway[e digicons]:)[/e]

2 Replies 2,275 Views

I'm thinking about making a mod that changes how cities work. IMO they're to big on the map, but have very small populations, they have little to no character, and having to manually place every single house and building doesn't really fit with being the ruler of a nation. So I was wondering, do you have to pre -design every tile in the game, or can the engine do some of the work for you? If for instance I made all cities a single tile, but wanted to have the appeara

2 Replies 2,275 Views

[quote who="Frogboy" reply="41" id="2782949"] For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource, it's just not used for anything). This way, we could begin migrating back to the original concept tha tyou can build multiple buildings in a given city as long as you have the resource (available citizens) to make use of it. This encourages fewer ci

138 Replies 483,027 Views

[quote who="luketan" reply="132" id="2782968"] I seriously hope this is a joke... [/quote] Why, because it doesn't fit with the narrative you're presenting? Brad has told us before that usually he isn't that involved in the creation of the various sub parts of the game; he keeps the big picture in mind, reads the forums and considers how certain suggestions might affect the game. Part of what went wrong with Elemental is that he didn't do that. So are you now c

193 Replies 142,048 Views

[quote]So feel free to use this thread to talk about pretty much anything you want. It's just a back and forth with us.[/quote] Well, if you insist. The Map At the start of the game the map feels empty to me. I know you are going for a barren 'the world has been destroyed' feel, but it is just to much. It doesn't really matter where you start, as long as there are a few good resources nearby. During the game the map

193 Replies 142,048 Views

[quote who="Istari" reply="129" id="2782363"] What about specialist magic schools ala D&D where selecting one school prohibits another? What you could do there is allow an Imbued Champion or Offspring to reach high level spells in their school of choice (over time), and only medium level spells in other schools (over time), and no spells in the prohibited school. This would differentiate the other magic users, and add a bit more strategy.It would also be good if the Imbued Champions

148 Replies 127,064 Views

[quote who="Goontrooper" reply="111" id="2780286"] That is a decent point, but what about children who are natural spellcasters? Shouldn't they be part of a separate pool from the Sov? [/quote] Good point,I thought about that too. You could indeed give each of them their own mana pool, but that would raise a lot of issues besides having to manage several pools. Like should the children receive the benefits of owning shards? It's not very consistent if they don't sh

148 Replies 127,064 Views

Goontrooper, did you see my reply on the previous page? I explained how the proposed system could fit with the lore. I'm curious to hear what you think..

148 Replies 127,064 Views

[quote who="Goontrooper" reply="62" id="2779162"] Think about this: It could impact your Sovereign. Let us say that you have built a Sov as a super mage. Well, what happens when some piddly champion you imbued burns all the mana in tactical combat? Now your Sov, who might be sitting in his palace, suddenly loses the ability to cast spells. Seriously? What is fun or thematic about that? It just seems silly to me on many levels. [/quote] Goontrooper, I share some of your

148 Replies 127,064 Views