2 things that worry me: [quote]Book 2, Cerena is the excuse to introduce more far reaching game mechanic changes and begin to add in the multiplayer modes we have long been thinking of (from custom servers that yes, will work on your LAN that has no Internet connection) to tactical-only modes.[/quote] Focusing on the last part about custom servers. Initially, custom servers were going to be released as the game came out. Awesome. Then. they would come out a little bit after
awuffleablehedgie
I've done the Non-Agression pacts before but you can't go into their city... :/
Are they high level? (3/4?). Try building the "Improve Influence" buildings if you are Kingdom... Missionary's Palace is the much cheaper one (the other has an upkeep cost attached to it).
It takes 100 turns for your baby to grow up. Plus you have to marry (Janusk, which still takes ~5 turns to get your reputation high enough), and you have to roll "lucky" to have a baby. So it takes a good 125 turns at least to critical mass, which is more than enough time to prepare for a swarm of VMs. By that time, Squads and Groups should be the normal unit tiers... so not really an issue.
SD already has a client-server model and several massive server farms everywhere, and in fact Beta 2 this was the only way to play the game. You could already do this just by hosting a game online, and filling it only up with AI (once the servers go up). The difference is that the MP tech trees are different than SP. I'm suggesting a multiplayer option that basically does this for you. It creates the game, fills it with AI, and defaults to the SP tech trees and spellbooks for you. Call it "Cr
Gamespot also really like shooters. Multiplayer-shooters => 10.0 on Gamespot, honestly.
You are supposedly supposed to be able to buy cool things from their shops but I have yet to figure out how to do it...
On the other hand, late-game econ can get insane. I've gotten my capital up to 98 gilder per turn before :D I think that Kingdom has better econ than Fallen (and a better tech tree overall. I think that the Fallen have a better Adventure, Diplomacy and Warfare but a much much worse Civ). Sov's and Champions should heal slowly overtime on the Tactical map, +1 for that
that does explain a lot...
You can mod it in yourself (stolen from Gnilbert - should work, I haven't gotten the chance to build them myself): Put the following XML into your \Mods folder: Gnilbert_Unit.xml gfx/eyes/male_brown_eye.png Death Warg &nbs
Having a better system for uploading crashes and debug logs during the Beta stage of the game would have helped tremendously, especially with the new engine and all. We didn't get the release-candidate and we got a lot of promised fixes that didn't always work out. (Before the game released, ATI memory leak in 1.05 being completely fixed). And so on.
Not to mention, when you imbue, they can level up in Essence...
pffttt stupid photobucket doesn't properly upload the image. Anyway, it's just a unit called fuukk it was funny.
[IMG]http://i146.photobucket.com/albums/r263/skyskyllz/Elemental_1283546769.jpg[/IMG]
It's only slow the first few times when it loads the tiles :/
I'm sure some of you have heard of thin-clients. Very, very basic PCs (basically, single-cores connected to a monitor) that call out to a centralized server, which hosts their data and runs all its processes. With a lot of the pains of playing single-player with the slowdown and stuff, and also matching Stardock's beliefs in trying to make this game run on very old computers, or notebooks, that Stardock could create a "thin client" mode for Multiplayer. Basically, a player cou
Yes. This is most obvious if you have the "Blut" option enabled.
Gamespot puts a VERY heavy emphasis on multiplayer. Not having MP not still turned on probably cost them at least one full point. Easily.
you can already create "Elite" Caravans that have more HP...
you should edit custom factions in too that are stronger and use not-buggy traits
This would be fixed simply by being able to "attach" guards to caravans so that they could defend themselves.
Along those lines, a fun alternative game option could be playing as a "Minor Faction", especially if it came with the enhanced Guardian Unit spawns. It would be similar to the One City Challenge mod in Civ IV and would be a fun experience.
[quote who="Frogboy" reply="37" id="2755521"]It's pretty easy to make minor factions do more so I'll take your suggestions and do exactly that. Minor factions will focus on building one kick-arse metropolis but they won't expand. [/quote] If you do this, could you kick up their Guardian Unit spawn level to 3 or 2? I've been experimenting with 3 today. It's obviously overpowered (you usually get 2 good random spawns. I got a Pack Drake + Troll Shaman from my capital @ leve
The difficult of casting the Spell of Making is researching it, not casting it. just so you know. Remember 20 mana still requires either a child that has high mana, or you needed to have level'd your Sov 3 times and level'd up Essence each time.
[quote who="Stmorpheus" reply="18" id="2755459"]i think the minors should just never be able to expand by creating pioneers. they are stuck with a single city unless they can attack and take another city.[/quote] This is exactly what I believe it should be too. Unable to build pioneers, unable to recruit Champions, and Sovereign stays inside national borders. However, it should build units, buildings and attempt to agress nearby cities.