I'd like to thank Stardock for making, what I believe, are intelligent design decisions. The economy, city building, and tactical combat were all streamlined to keep the game moving forward. It appears none of these items will bog down during any phase of game play (i.e. early development, mid-game, or late game mop up). I think this has been a case of "we the gamers" not knowing what's best for us. We clamored for more detailed economy, total war style combat, an
klaxton499
Will beta testers get a crack at the "ready to manufacture" version before the 24th or do we have to wait? I know it's only a couple of weeks but i figured it wouldn't hurt to ask.
Check Shrapnel Games for an updated version of M.U.L.E.
M.A.X. X-Com or Jagged Alliance Dungeon Keeper
equipment Alchemy Kit ==> ability Dragon Oil - A limited charge, limited range thrown area-effect fire attack
Forgot two.. Taunt - Force an enemy to fight for x # of turns based on skill level Heal - We need field medics (limited charges) in addition to spells
Guard - Unit can take incoming damage for an adjacent unit; however, the guarding unit will take 150% of the original damage. Hello Secret Service. Skirmish - I like units with thrown weapons (e.g. spears) with limited uses Charge - Mounted units do additional damage based on the number of tiles moved Disarm - Chance to cause an enemy to drop their weapon Fight Dirty - Trip or kick dirt to disable opponent Rage - Increase damage/armor penetration
Pariden's faction ability was gimped in 3C. Sometimes the pre-built city wasn't adjacent to the fertile ground. This can cause slow starts when it was meant to give an early game advantage. One of these could fix this faction ability: Code the pre-built city to ALWAYS be next to fertile ground. Give the Pariden player the ability to "found kingdom" twice. Give the Pariden player a starter unit that can found a new city.
Maybe this will help... Stardock employees can Zerg the bugs, apply some Protoss polish to Elemental and we Terrans will eat it up! See they are still playing.
Ultima III and IV Mechwarrior Jagged Alliance Allegiance
I feel the NPC Adventurers are underdeveloped. Several posts have discussed how they could wreck havok for the player. I envisioned Adventuring would allow the player to commission NPC parties much like Columbus received backing from queen Isabella. Higher levels of adventuring would allow the pursuit of greater spoils. The upfront resources allocated to each adventure would determine the likelihood of success. This would inject a risk/re
Juvantei you don't have to uninstall Impulse. Use it to download King Arthur. You'll find it's more your style.
NullAshton has presented a very eligant and intuitive system. Players will quickly understand that Action Points=Tiles Moved and Combat Speed=Number of Attacks. Partial moves allow an attack just not the full stationary amount. Also, limiting retailation is a must day 1, version 1.0 otherwise there is an overwhelming flight to quality. A large population should present a strategic advantage.
Why not go Japanese Anime with a "dust up" on the Attacker and Defender with an exagerated attack animation like a giant sword, large mace, spear stab and floating numbers to show the outcome. It's the tatical decisions and strategy that will make the combat not the animation.
I've always liked WARD spells for their utility and fun animations. Essentially you should be able to "mine" your territory. WARDs could be as simple as an alarm to notify the player. For more mana/shards you could do damage to the stack or paralzye them to allow time to respond to their advance. For damage WARDs please program them as a flat amount of damage based on spell power. That way larger stacks split the damage while smaller stacks or scouts could be des
@Xtropy To me the choice is enhance an existing building or build something new. The adjacent addon should occupy a tile.
Consider this . Housing doesn't limit city growth; Food does! Housing is just the player applying the food to a certain city. The complaints everyone seems to have are: Houses must be manually placed They take up a useable tile May have to demolish buildings in favor of housing to continue growth if built in the wrong order Therefore, can we move housing "outside" the city walls. His
I have always enjoyed building upgrades but I think each should have an opportunity cost and present a real choice to players. An add-on to a farm is; first, taking up a city slot that could be used for other buildings (opportunity cost) and; secondly, should force a player to make a choice. As an example, a farm add-on could either boost output or improve food quality to give troops more health, better morale, or the town longer seige times.
I own many paradox games but HOI3 will be the last. It should not have been released in such bad shape.
Morale - Thank you, morale in any form is better than no morale Winner take all - I suggest you allow retreats but the retreating army disbands and heads home. In effect, they re-populate your cities (starting with the closest, or where they were created if that is tracked). This gives an incentive for a retreat but the winner does not have to chase a defeated army Randomization vs Richness - Go with a sizeable poo
Here's the thing... Master of Magic had very short tatical battles primarily designed to get you back to the global strategy quickly. However, Frog did not mention Master of Magic when discussing combat he mentioned XCom. XCom had more indepth tatical battles that made you care about the units under your control. *fingers crossed*
I suggest you look to Dominions as an example of what can be done. This could set up an interesting dynamic between good and evil forces.
Never fear Frog- Archon was the first game I purchased. I had played a few games before buying Archon but that was my first purchase (from Toys-R-Us no less). My how things have changed.
I agree with Tormy. Focus on single player and multiplayer network code. The mod community with balance the game for multiplayer.
Solid Idea. On the subject of leveling... why are we using a point distribution system. Selecting traits and skills are more fun and intutitive. "Under the hood" the effect could be the same. (e.g. Selecting the skill Nimble could add 5 defense or Heart Seeker could add 5 attack). You have to admit though selecting Heart Seeker is more fun than clicking the little plus symbol 5 times.