An interesting approach to specializing cities.
DsRaider
As if anything could stop me from going crazy.
[quote who="tremivenor" reply="4" id="3109189"]I would like to see daggers come out along with spears and shields. I don't think it is a stretch that a civilization that has figured out how to make a point at the end of a long stick has figured out how to make a point at the end of a short stick. RP aside, I would like to be able to upgrage early units along the single handed edged weapon tree if I so choose. I don't particularly care if it is a dagger or not, I care about having some
I did archery in high-school and I have known people who made their own bows. I mean compared to a store bought bow they were crap but making a cheap bow that you can use to hunt rabbits isn't that hard. It would still take the right kind of wood and a fair bit of practice but anyone could do it.
I'm assuming it doesn't know. That's why I am going to keep the penalty low and shift some other numbers around. It's just going to be a small penalty, say 3-5% for every city after the first. I will probably also change gallows to a normal building and add some other stuff in order to make it possible to negate the penalty. It's just supposed to be a small penalty on multiple cities which you can spend gold and tech to negate.
Well I got the city resource working fine but I'm still trying to figure out how to use the global amount of cities instead of the amount produced locally.
[quote who="seanw3" reply="43" id="3106518"]What impact would alignment have on gameplay? I'm not too fond of DnD alignments and Elemental does not plays like a struggle between good and evil. I'd rather have a few strong traits (and about 10 starting technologies) defining each faction than a lot of small assets.[/quote] I'm pretty sure the picture is not meant to be taken literally. Its just a general guide, the factions aren't being completely rearranged to reflect
Would it be possible to make unrest increase with the number of cities controlled, and if not could something similar be done instead like global population? I will try experimenting by making a custom global resource called cities.
[quote who="Frogboy" reply="34" id="3106470"]All the faction differences ultimately derive from the underlying race. [/quote] Except for all those traits you add in the custom faction creator which are in no way tied to race?
I'm not a fan of adding a hundred little things like custom buildings, equipment, and spells to every faction. It seems unnecessary and a drain on resources. Rather 3-4 large things should be added and they should make a difference in their own right. It just seems to me that all these items will be a huge drain on memory. I mean for cities to look different that means each faction is going to have a few custom buildings or different art for their improvements. That's a lot of work fo
I would like to see the factions divided between tall and wide like in Civ5. Tall factions are good at building a few populous cities while wide factions get a bonus to having lots of cities. This adds some variety to map, because not every faction would be spamming cities and the largest faction wouldn't necessarily be the toughest. I would also like to see less % bonuses for faction traits. Instead look at the faction traits in games such as Civilization and Rise of Nation
I would rather there were more unique monster recruiting traits then more summoning spells. Mages and summoners would have to much of an advantage. Some examples of some monster faction traits could be: Silk Road: Allows you to build on lairs and recruit Black Widows, Rock, Corpse, and Gatherer Spiders. Twisted Legacy: Allows you to build on lairs and recruit magical creations including Shrills and Umberdoths. Words of Making: Allows you to build Golems.
[quote who="seanw3" reply="3" id="3105288"] +50% to training times. -75% Rush Buy costs.[/quote] I like this idea, those numbers may be a little high though. I especially like the negative trait. Capitar could then have special mercenary units with the experienced trait. This would allow them to keep the amount of units they have to a minimum to maximize gold, but then if they go to war they could suddenly buy large amounts of troops. [quot
I have had the same idea although I would rather you choose which injury to remove. Then players could get rid of the really bad ones that hurt their champions specialty but would leave the rest.
The lack of anything resembling a tactical AI is what really killed Civ5 for me. Especially since I disagree with most people in that I think the 1UPT is an interesting mechanic. There is a lot of strategic depth there but you never see it because the AI sucks horribly. I also think the worlds created in Civ5 are more interesting and have much more variability and terrain types. All the different types of luxury resources also help each map feel unique, although they really don't do that
There are helicopters that break the sound barrier? [e digicons]:omg:[/e]
Lately a big topic has been faction differentiation. So I thought I would gather up some my ideas from other posts and update them. I think that instead of tons of little custom things like items which are really only visual in nature the actual play style of factions could be made more unique more efficiently by giving factions better and more powerful traits that allow them to implement unique strategies. The existing traits either unlock a single starting tech, which only effects the
I usually play on medium maps with 6 players. Laggy frame rate and actions taking long times is usually a bigger problem then long turns late game.
Right now when I play all the textures are alright. I can tell them apart and they don't look bad. However the exception is the desert tile. It looks almost exactly like plains. Please spice this type of terrain up. Maybe add some wavy lines or sand banks, right now it looks like a beach. It needs to be far more interesting and unique looking. [IMG]http://img844.imageshack.us/img844/88/fallenenchantress133140.jpg[/IMG] As you can see they look really similar.
I love pacifists! [e digicons]}:)[/e] No really I have a deep respect for the self sacrifice and principles inherent in pacifism. Unfortunately I have never actually met one. A real pacifist would be against violence at all and not be ok with proxy violence. That's just cowardice. If someone is assaulting you and you call the police to protect you then your are just getting someone else to use violence for you, because you are afraid to do it personally. A real pacifist w
Yeah mostly just a few Lv1-2 damage spells need to be added. Every school but life gets access to some damage spells, they are just late game. The problem is that only fire gets access to any early game damage spells.
[quote who="Bellack" reply="134" id="3103073"]Act 1: scouting the world, Build city, encounter non-aggressive monsters and meet some Factions. Find some quest but these are usally just miner stuff that rarley gets completed due to Act 2 when all hell breaks loose. Act 2: usally turn 30 or so. All out war with factions. Monsters start to become more aggressive. Never have an Act 3. Never encountered any of the World areas (I forget what they are called) except the one whe
[quote who="Lord Reliant" reply="1" id="3103022"]- any unit or group which moves into a square adjacent to an enemy unit or group which is able to make an active valid melee attack can not move further until the next round of initiative. It can attack the enemy it moved adjacent to, but it cannot move past it without ending its initiative turn (by performing a valid attack or by otherwise using an ability).[/quote] Exists already.
[quote who="DarkGaldred" reply="8" id="3102786"]We don't need more damage spells. Damage isn't all that interesting, and it's good that different elements do different things. If all four had the same options, then why would we even have four in the first place?[/quote] There are still quite a few new interesting ways damage spells could be implemented without being repetitive. I would like to see a drown spell that does increasing damage to a unit over time. You could als
Well AirIII actually gives you two damage spells, Thunderstrike and Storm. Also don't forget the mixes like Soulburning, and Contagion. Also Chain Lightning as a champion specific spell has been confirmed.