fairwater

fairwater

Joined Member # 3407042
0 Posts 28 Replies 87 Reputation

Alright so lets plan this thing out. First lets deal with the Resource Tiles Wonders (RTWs). I propose there be six tiles resource tiles, one for each of the five tech tree's and one for the race bonus. That means 66 RTWs. Once a race builds a race specific wonder on the tile they gain access to a special ability that is dependent on the tile they fou

598 Replies 3,036,660 Views

We would want the wonders to fit the lore of each race, and unfortunatly I am unfamilar with the lore. LoL the part of the game I am most familiar with is the tile editor =). Now, I must admit I am fan of there being requirements for these wonders (wonders that do not require tiles), so that we do not end up with every level four city with a wonder in it. The requirments could be dependent on geographical location. Say, the city must be n number

598 Replies 3,036,660 Views

How about for the sake of diversity we have multiple kinds of resource tiles that appear across the map and each fraction has a specific building that they build on each diffrent resource tile. So lets say you have 5 special notable locations, each of the 10 races has a specific building to be built on each tile. For a total of 55 tiles needed. There could multiple kinds of bonuses that are dependent on the resource tile that you found. Bonuses like: - do

598 Replies 3,036,660 Views

Like the Natural wonders in Civ 5!! Good idea. Maybe we could also add civ wonders (wonders that were built in cities) but that would change game blanace. Personally i would like to see a kind or random event from these places, or maybe they could act as hubs from quests further down the line.

598 Replies 3,036,660 Views

Just bouncing some thoughts around, and keep inmind i have no idea how the XML or engine works so what I say might just be unrealistic. - I think it would be neat if we could build a "living world mod". A mod that aimed to add in alot more random events, or events that were depended on the choices players made. Ie. You build a lumbermill on the side of a great forest that werewolves, ents, or anyother sentient forest being

598 Replies 3,036,660 Views

Wonderful work everyone, this was a really great concept and really allowed people to participate. Congrats all the way around. Well I am just going throw out some ideas here. Is thre away to give a bonus probally in prestige to elven cities built in forests?

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Well, part of me thinks that it would be a good idea to continue with creating "standard" fantasy races. That way we are dealing with things that a large number of people are familiar with, which will encourage more people to get involved. Since we (well i only made one tile, so more like "you") just finished a race that will sit on the kingdom end of things why dont we make a race that would fit on the Empires side of things. Potential races could be - Orcs<

598 Replies 3,036,660 Views

http://dl.dropbox.com/u/12194457/tower%20of%20ereog.rar Tower of Ereog, let me know what you think of it and what i need to do to it to make it complete.

598 Replies 3,036,660 Views

Ok well here is my updated version, my thoughs on this is that it is somekind of mage tower. Maybe the tower of Ereog. I inted to have the guy on top not be weilding a spear but a magical staff. I do not know how to do that. Any other suggestions on how to make it better, I was going to add in a thicker main tower base, so you would only see the tree half way up.

598 Replies 3,036,660 Views

I think the soft cap idea is really nice. I am inclined to agree with spitz's idea about having raids or city threanting events be the detering factor for making larger cities. You could make it easier on the new player by having an advisor walk you through the first time you enlarge your city and incure an attack/event from expanding to much to fast. Have appropiate warnings, ie, "we need to station more men at our capital, we can see the hoards amassing in the

50 Replies 142,841 Views

[quote who="MarshalKylen" reply="97" id="2691787"]WARNING: Massive Idea Dumping Ahead One of the foundations of the fantasy genre in general and also Elemental in specific is that the world is untamed and has many dangers hiding in it. The betas have done a pretty good job creating this feel, but there is still more that can be done. I think that large areas of land should remain untamed even into the late game, and that the game should di

137 Replies 480,202 Views

For diplomacy, if you surrender aswell, perhaps there is a better chance that the enemy will ransom your troops back to you with the price decreasing in accordance with how much diplomatic capital you have.

137 Replies 480,202 Views

Just some quick thoughts on Diplomacy Diplomacy should also include espionage. So that means spys, assassins, smuggling(quests), blackmailing(quests), creating and destroying relations between fractions. And all of that other fun jazz.

137 Replies 480,202 Views

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To make cities unique, it would be worth looking into some geographically specific buildings, Buildings for swamps, for deserts, for forests, for mountains and plains. More so I think it also should be important that certain cities be allowed to develop into legends in their own right, perhaps a town becomes famous for its fine quality armor. One last point and all of these were touched on by Cauldyth is that some settlements should stay small.&nb

82 Replies 407,940 Views