I agree with the OP. I don't want to use the word despise in how I feel about the city/urban sprawl, but I definitely dislike it. It breaks the immersion feel, clutters up the map (which given the supposed background of devastation further breaks the immersion), and just feels out of place to me. What I'd like to see is something that takes a little bit from different games, and a little bit from what is already there. Here is my idea (probably way to late to inclu
shadowknightx
[quote who="Frogboy" reply="14" id="2670084"] Another idea I've been mulling over is getting rid of gardens entirely and tweaking the engine to ensure there's a fertile land tile near starting locations. This lets new players understand how important fertile land is. Anyone who thinks that growing food is something easy should try it sometime in the real world. [e digicons]:)[/e] We Americans
[quote who="Frogboy" reply="6" id="2663988"]Ranged units have a 2 tile attack radius. Melee 1 tile. (on strategic map). We're listening to see if people want this or not, we're currently neutral on whether all units on the strategic map should only get 1 tile.[/quote] I'd rather see it go. Let archers have the range in tactical combat, and as mentioned above redo the auto-calculation to give them a large percentage to not be attacked first by enemy melee units first i
[quote who="Krynus" reply="2" id="2663876"] And where the hell did you summon some imps from??? Thought magic wasn't working, which is why (I assume) them dang books don't work. Not all of them anyway. [/quote] Do you have the latest beta version? Magic was enabled for it.
[quote who="Arksangiel" reply="11" id="2661612"]Wonderful idea there, make a cattle farm. Provides food and reduces the materials cost for leather items built at the city...[/quote] Thanks. Yes that is the idea those certain resources (iron mines, horses, cattle farms, etc.) should just reduce the costs of things, and provide huge bonuses to your city for having them. The way it is now feels like a half-assed RTS resource game. MoM was elegant in that i
[quote who="Arksangiel" reply="4" id="2660874"]No, but you should be able to extract, say, one quarter of the iron per turn out of a hill that you can from a mine. It would allow you to build basic things like weapons, but not provide enough for the metal-intensive armors. The truth is, iron is relatively plentiful naturally...and it's just an arbitrary metal in game a the moment. It could be copper/tin/lead/some strange alloy. I'd second the
[quote who="Xtropy" reply="75" id="2657860"] Quoting shadowknightx, reply 74 Why even bother with plopping down houses at all? Why not have population growth be based off available food supply (either native or what the trade network brings in), and then have a MoM style build 'housing' which boosts it? The "why" is that food is a global resource. Any town can access any other town's food without any trade being established. It's just
[quote who="xXAequitasXx" reply="73" id="2657297"]...The player is the *ruler*, not the urban planner--strategic choices, not hut-laying![/quote] A very good and valid point! Why even bother with plopping down houses at all? Why not have population growth be based off available food supply (either native or what the trade network brings in), and then have a MoM style build 'housing' which boosts it?
Here's an idea I had while contemplating the lack of ore in the current build. Treat Iron mines like lumber yards. Well not exactly, but like lumber yards allow any city that has an appropriate tile, in this case a moutain/hill instead of forest as a lumber yard requires. You could even have a smaller one (a quarter tile) one for swamps to represent bog iron (it would have a noticeably less output than a bigger mine).
I'm beginning to wonder if there should be some kind of building that could be built sans an ore mine just to give a small amount of ore. A caveat would be that it could only be built on certain terrains in their city's territory, kind of like how the Miner's Guild could be built in MoM only if your city had a hill or mountain in it's territory. Leaving an actual ore mine as a rare resource indicating a huge ore deposit which not only give you a lot more ore, but maybe some kind
I've been loosely following the development of this game for a while now and preordered the limited edition in time for Beta 2, and I like a lot of what I see (even with a bunch of it disabled at the moment), so kudos to Stardock and crew for all the amazing work done so far. A couple of observances first: A caveat first that I may have not gone far enough in the tech tree, etc. for some of my observances may in fact be there but I missed them. 1) Ships move way too sl
[quote who="Nick-Danger" reply="1" id="2647489"]I can't provide specific help but have you posted on the Impulse forums? This thread looks like it might help Zuzag's (replies 4, 5, 8, 11) and Gargabee's (replies 17, 22, 26) posts have some suggestions for your problem. Similar help from another thread http://forums.impulsedriven.com/330758/page/4/#2615943 and http://forums.impulsedriven.com/330758/page/4/#2615943 Good luck! <br
I just pre-ordered the the limited edition version in anticipation of the coming beta. However I tried to login into Impulse, to ensure I have it setup to show pre-release versions, but I keep getting an error: "Server not responding, please check your internet connection." Well my internet connection is fine, and I know I'm using the right password and username (I've tried both my email and forum name) so I'm a little baffled. Any help would be most appreciated.&n