Ooooooow nice :D Looks very different to the other screenshot where the town/city looked like one big castle; diversity is good :D
Jonny5446
Yeah I've got the same impression as Luckmann and Pigeonx2. I've always thought about essence as your channeler's power level as an individual unit and spell caster, so that over time you'll get more as you level up (so to speak, obviously we don't know if there'll be any actual levelling mechanism in the game.. but you know what I mean). So even though at the beginning you might spend all the essence you have, and over time this builds back up so you have more than you did initially, h
[quote]I think in MoM this was further squed by the ability to channel additional mana into the spell without being sure what the direct result was. The idea is a great one (to channel more power into it for better results), but the UI for it wasn't that great. If it is repeated it should be easy to set straight once the beta comes out (or just several options for the power level should be available that are better explained than a sliding bar and seemingly arbitrary number)[/quote] <
[quote]Oh it can happen for sure. Its at the point where you have so many spells that they are up to your ankles, and you have to wade through them to find which ones are useful. [/quote] Yeah but I'm kinda taking it as read that any spell SD put in the game will be useful :) I mean I know it's another arbitrary comparison with Master of Magic (forgive me as it's really my only frame of reference for spell use in a 4x game), but I've never felt while playing that game th
[quote who="Draginol" reply="6" id="2042183"]With regards to the spells, the fun factor will determine the final number, not meeting some arbitrary comparison with Master of Magic.[/quote] Ooooooow.. but I LOVE arbitrary comparisons with Master of Magic! :D On a general note though I can't imagine a situation where having more spells in the game would ever decrease the amount of fun I was going to have playing it, so the more the merrier I say. Having said that if I was a deve
[quote]In the recent dev post about Text Assets it was already stated their goal is to have roughly 500 quests implemented as of release day, with more to come afterwards.[/quote] Yeah that absolutely blew me away, I mean even if they were no more involved than the little popup random events in GalCiv2 that's still an astonishing number to be aiming for.. but if they're a lot more involved and complex (as it sounds like they're going to be) then that really does strike me as pretty am
Hey that's right! Come to think about it spikey buildings ARE more practical! :D Good work guys! I especially like the evil picnic tables, even the Fallen like to eat outside :D Mmmm sandwiches!
I think the most important aspect is that if you put a super model in heavy plate armour they tend to move a tad sluggishly... they're a liability on the battlefield people!
[quote]Men and Fallen get completely unique spell books. The spells are broken into the 5 different schools of magic: Earth. Air. Fire. Water. Life/Death. Each of the 5 schools will have around 20 different spells in them. So if they have completely unique spellbooks does that mean that each race only has roughly 10 different spells in each school?[/quote] Or maybe that means each race has 20 different spells in each school? Which would be 200 spells in the game
[quote who="pigeonpigeon" reply="23" id="2039961"] Not necessarily. In every map editor I've ever used, it lets you set starting locations. In this case, if you design a 'stamp' you should also be able to place a player's starting location on it. Then, if you choose to incorporate said stamp into a random map, that player's starting location will be on that stamp, wherever the RMG decides to put said stamp. Problem solved! [/quote] Oooow that does sound like it would be grea
[quote who="CapnWinky" reply="10" id="2040125"]Love all these ideas! Have they discussed how hereos will appear in the game? Do we purchase them, make them or do they just randomly show up? Sorry if this has been discussed before but Im pretty new to the forums. [/quote] I believe the general idea as it stands is that they'll exist as NPCs and occasionally wonder into your territory and then you'll have the option to hire them. Can't remember where I got
[quote who="pigeonpigeon" reply="15" id="2039046"] ~quotes and whatnot~ So if you want to start out in an unlikely situation (or any particular situation at all, really) you can design a small region and tell the random map generator to incorporate that piece you created into a larger random map. This would only work if we can also choose the starting location using this method. If we can (I hope we can!), it will be awesome. Much better than the usual method of generating a random
It'd actually be quite nice if we could have some ability to influence our starting locations (while keeping the rest of the map totally randomly generated) just for roleplaying reasons, I remember in MoM once wanting to play as a civilisation that started out on top of a lone mountain in the middle of a vast plain... anyway long story short I had to restart the game like a hundred times to make that happen totally at random :) .. a little OCD I know but you get my point :D
[quote]As a matter of fact I'm quite sure they often post when they are not so sure about what people think, that's sort of the main usefulness of the forum for the game developer.[/quote] Exactly, they want to know what the community thinks.. and that includes if we happen to agree with them :p They can't just assume that a lack of posts signals agreement as it could just as easily mean a lack of interest entirely.
[quote]Actually, if one side's bear cavalary and standing still while enemy bear cavalary are bearing down on them, the ones facing the charge maybe should face a larger morale hit than the charging ones.[/quote] [e digicons]:rofl:[/e]
Sounds like a good idea! I for one want all the cool concepts tested and not just the leetle details ;)
[quote]Jonny, this is still early in the dev process and Stardock opened this forum because they wanted ideas to consider as they prepare for the public beta. I generally favor the idea of keeping combat mechanics simple (at least at the UI level), but I think it reasonable to consider adding Morale as a fourth basic stat for non-spellcasting units.[/quote] Oh yeah I totally agree, I want combat to be as involved and deep as possible. My point was that any morale system such as the ab
This is a very nice post and I really hope that a system with this depth is implemented as I think it would really add a lot to the game. My worry is that combat as a whole won't be that complex (given that in the dev journal thread on unit creation they've said that there'll only be attack/defense/hitpoint stats for each unit) and if that's the case then it might be hoping for too much to want such an awesome morale system layered on top of that. At this point I'm just hoping that features l
Wow good job Luckman.. is it wrong that I like the second guys more? [e digicons]}:)[/e]
[quote who="pigeonpigeon" reply="16" id="2029240"] The screenshots we've seen so far were released something like 18 months before their projectd release date. And at the same time they opened these forums, asking for our ideas. Therefore it's safe to assume that Stardock is nowhere near being in a "test pretty much anything in general gameplay" stage yet. I doubt they're testing much at all about gameplay yet, really. They hadn't (still haven't?) even finished the engine. [/q
[quote]so that it is functional prior to you completing the feature. There are MANY things missing from that UI. Like a main menu button... thats a pretty core[/quote] If something as far reaching as multiple plains isn't being tested in sync with the rest of the game at a stage where they're testing pretty much anything else in general gameplay then that sounds to me a bit like they're halfassing it. I think it's a pretty core mechanic and will have wide ramifications for the who
[quote]But I agree about the whole UI thing. For one Stardock has already stated that the current UI is very preliminary. They have also stated that one of the things they're excited about is that they're using something from one of their other products (don't remember what) to be able to create lots of UIs very easily, meaning playing around with UI and making lots of different ones will be very easy compared to what they're used to.[/quote] That's true, but come on, if you had extra
[quote]They don't realize that by being the squishy bulwark against the implacable foe, they contribute to the greater glory of the empire. Ungrateful cunts.[/quote] Ha ha ha, I'm genuinely surprised that the forum doesn't censor swearing [e digicons]o_O[/e] Having previously spent a lot of time on the CSS and TF2 forums you become instantly aware that there's censorship going on due to all the kids speaking in little pink hearts all the time. Here however I've been reading fo
[quote]you know, you said "as strong as a dragon"... why not A dragon?[/quote] Yeah basically what Landi said. I mean there's no reason a dragon couldn't operate in the way I went through, it's just that we already know that there will be dragons in the game as theyv'e been mentioned by devs previously so I wanted it to be explicit that there should (in my opinion) be a more varied mix of great beasts than just dragons. [quote]I do think though that this is probably only a goo
Having had a good look at the UI in the currently available screenshots I can't see any obvious candidate for a button for switching between planes. With this and the fact that no dev has made any mention of extra planes at all I'm erring on the side that they're not going to be included in the game (whether they're possible to easily mod in or not I wouldn't hazard a guess). I don't wanna throw a dampner on people's hopes, but that's what I'm assuming at this point, even though I'd actually