DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

[quote who="Stupidity10" reply="45" id="3102713"]Hospital +2 health regeneration for garrisoned units 10% chance to remove a negative trait from a champion per turn[/quote] That's an interesting idea for a way to remove negative traits. The time spent out of action would be a good opportunity cost. Here's another idea for a building. Mage Guild: +3 Mana. Allows players to purchase Scrolls from the shop that grant fir

67 Replies 45,791 Views

Yeah this isn't actually the fissure. It's a new Wildland called the Pit of Lost Voices that isn't fully implemented yet, and probably will be used in the victory quest.

5 Replies 1,785 Views

[quote who="LeonLayer" reply="8" id="3099170"]I've tried redownloading the (complete) setup for .86 several times now, but I allways get the same error, somewhere around 8 - 13% of the download: Couldn't read source. [...] Please try again. Next Time I will copy the exact phrase. Anything I can do to properly download the file?[/quote] I suggest posting your problem as a thread in the support section. People tend to get faster re

15 Replies 41,397 Views

Ya the current building choices aren't very interesting. I usually go a tech heavy build that rarely changes in any city. 1. Max production, get workshop and Lumbermill. 2. Max prestige/growth, get administration and inn 3. Max research, get libraries etc. 4. Max food, mostly through tech but some buildings. We need more interesting early game options. Some +X% crystal, metal, or diplomatic capital improvements unlocked on about the t

67 Replies 45,791 Views

Yeah those changes seem good. A early crystal weapon would be cool as well. Some ideas are: -Rods which are melee fire or ice wands. -Crystal Daggers which produce mana on hit, or apply a damage or armor debuff on hit. If they gave mana they would help magic oriented sovereigns, and with a damage debuff they would be very good against spears because of spears' low initiative and damage. Either way with robes and knives they should definitely be called cultist

107 Replies 227,587 Views

[quote who="Frogboy" reply="45" id="3098801"]The basic problem I see when I play is that it takes around 60+ turns to get my first iron mine up OR my first crystal mine -- and that's assuming I start with one in my ZOC. As a result, I tend to start every. single. game. the exact same way which gets very old. Instead, i'd rather see Mining and Channeling provide an improvement that increases the amount of metal/crystal you get out of a mine and be able to start ge

107 Replies 227,587 Views

[quote who="seanw3" reply="42" id="3098750"]If I have 5 metal and 5 Crystal per turn, I would have to use some of those to get the buildings I desire. So that specialization gives me say 3 Metal and 5 Crystal per turn, even though my intention is to specialize in metal production. The best course of action is to allow the resources to be free of techs. Then keep the techs and add a an improvement to them that can increase the yields of these resources. So getting Mining gives me more Metal af

107 Replies 227,587 Views

[quote who="DarkGaldred" reply="11" id="3098600"]I don't think the problem is resources flowing too quickly, I think it is a side effect of the other problems which is that we have to unlock everything to unlock even the most basic things : basically, most of my games are over before I even have any use for metal, because I typically raze my first opponent with speamen and the second with shortbowmen (on hard). I could produce metal weapons, but I don't because they suck when compared

13 Replies 18,911 Views

[quote who="Frogboy" reply="35" id="3098451"]Made Barrack require 1 metal to construct.[/quote] People build barracks? why? [quote who="Frogboy" reply="38" id="3098570"]I talked to Derek today about this and explained my rationale for wanting to do away with the tech requirements for mining metal and crystal. The idea is that what direction I go in terms of growing my city, researching techs, etc. should change from game to game. That means having more types of improvements bu

107 Replies 227,587 Views

Continued: Another idea is to add a materials multiplier to the secondary resources produced in a city, ie metal, crystal. You could also add either a materials or food multiplier to diplomatic capital. The higher the production in a city the more of these resources it would produce, this makes sense intuitively. Building workshops or lumber mills in a city would help it produce resources quicker. Thus like now cities would be divided between high food and hig

13 Replies 18,911 Views

City management is the weak link right now. Everything else just needs a bit more content added or to be balanced. City management however barely exists at all. Before more content gets added or they worry too much about fine tuning balance they need to actually figure out how cities are going to work. I suggest here allowing players to specialize cities around resources.

142 Replies 290,283 Views

Judging by the stuff already on that list I would recommend Jack Cambell's Lost Fleet series. I read a lot and this is one of my favorites.

32 Replies 99,745 Views

The difference here is customizable units. They would have to make custom animations, and armor for all those races. That's the limit here. Every new race that isn't humanoid would require it's own special textures and models for every single piece of armor in the game. Including all the champion armors you can find, that is a lot of unique armors. That is a lot of work so that you can have kitty ears or lizard heads on a race. How exactly would you equip fungus with weapo

100 Replies 223,909 Views

Its the Pit of Lost Voices where the Dragonlord from the game ending quest is imprisoned. As Heavenfall said it is unfinished and currently doesn't do anything.

8 Replies 3,219 Views

I have never really like the whole monsters attack/retreat once you territory envelops them thing. It allows players to build cities 4-5 tiles away from powerful monsters. The cities are usually safe for quite awhile before their territory expands. This encourages players to spam cities off the start and cram those cities in the stupidest places, just look at the AI. It constantly builds on 2/2 spots when if they killed a monster they could have a 4/4. You should actually have to gradua

33 Replies 45,049 Views

When it comes to faction differentiation the main problem with the game right now is that faction traits are way too bland. You have to ask yourself whether a faction's traits allow them to play in unique ways or implement strategies no one else could. Civ5 does this tolerably well. Slave Lord is great example of a trait that really allows for a unique style of play. Every faction needs at least one ability like it. At the end of thi

209 Replies 668,822 Views

Kraxis: The defensive/creeping team. -Defensive: City levels grant bonuses to defenders as before. Forts and Castles boost food. -Territorial: Territory bonus doubled, and outposts territory radius expanded by 1. Magnar: The Raiding and slave team. -Slavelords: Same, already the most unique faction trait. Grants population in capital from razing cities, and reduces food costs. -Raiders: Gain half their territory b

29 Replies 25,915 Views

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 key to unique factions is allowing them different play styles and options not giving them slightly different walls and armor. Altar: Is the champion faction so they need traits t

29 Replies 25,915 Views

I think you have a lot of good ideas here but it's too disorganized. Instead of all these small little abilities everywhere you should simplify them into 2 to 3 faction traits. Like... Woodsmen - All Tarth units suffer no movement penalty and gain +2 initiative while moving through forest tiles in their territory.

29 Replies 25,915 Views

Continued: Improving the Civics Tech Tree Split the civics tree into two tracks like the military tree, a main one and a peace/tall one. The main track or branch would include the production, military tie in, research, diplo capital, and half the food techs. This would be the track that players would pretty much always go down because it contains all the techs you need no matter what your

13 Replies 18,911 Views