xianqi2

xianqi2

Joined Member # 3593908
0 Posts 20 Replies 78 Reputation

The comment of forced fixed starting missions is worrysome due to preventing repetitious content in an otherwise randomly generated game world; this would quickly be viewed as tedious and impede replayabilty unnecesarily. Harkening back to MoM the random would generation was a key component of the game design that made it so iconic to many of its fans. If you had to start each new map with a set of prescribed time consuming missions/quests, that would have been destroyed.

112 Replies 322,127 Views

Overall I am in agreement with the ideas that the research plan is an improvement. I also agree with the idea of implimenting a grey tech, where at say 5 levels above the tech turning green it is automatically learned even if not selected. The way I look at it is with the escalating costs of breakthroughs, there is more and more research points being invested, by the time something goes grey, the idea has been hanging around so long that the effort to achieve its understandin

196 Replies 324,375 Views

Congratz to all the new team members! I feel for Jakob and Anthony, they are most assuredly going to get a climatic A$$ wooping this winter if they haven't been through a mid-west winter yet.. that'll be an... experience...

61 Replies 237,427 Views

I do prefer the market + labor approach, converting gold to resources or visa versa. However a word of warning, gold is just another resource, requiring it in place of say wood could stagnate development just as much as requiring the actual resource. The labor only approach allows for development at the sake of time when no other resources are available.

105 Replies 291,015 Views

Food for thought: Rather than have "turns to build" have "units of effort or labor" to construct; effort of course can include things like harvesting wood or laying a foundation, framing, roofing etc. By using an "units of effort" model, this opens up to faster development as a city grows and has a larger workforce... just like all citizens contribute to research, they also should contribute to labor. This allows for advanced buildings to be rediculuslly difficult to build f

105 Replies 291,015 Views

- I'm fine with the evade skill to escape a lost/losing battle - I'd like to see the dynasty system promote a heir to sovereign - I'd like a life spell to resurrect my sovereign (cast by hero) - I'd like a death spell to reanimate my sovereign, to come back as a lich (cast by hero) - Ultimately game ending isn't that big of deal, in MOM how often would you wait to complete Spell of Return versus just reloading a save game.

238 Replies 563,248 Views

First: Sovereign cities should not be disbanded on death Second: Perhaps rather straight dying in a conflict the sovereign can escape at 1 hp/1 mana, thereby severely weakened, if the sovereign dies at 1 hp/1 mana they are R.I.P.

119 Replies 284,153 Views

In MOM there were only 3 resources: Food/Mana/Gold. Food was an important limiting factor but didn't do much to add to the enjoyment of gameplay. Mana and gold had an excellent interplay because with alchemy you could convert gold to mana or vise versa. Without getting into the nitty gritty; I think there should be a diversity of resources to make the game interesting and create advantages for having one thing or the other, but at the same time there cou

95 Replies 660,081 Views

I previously assumed that the lag issue was related to FOW, after discovering that control-u removed the FOW, I tried playing a game without it on. I made it about 80 turns or so into the game, having control of 6 cities before the game crashed due to running out of memory (at time of crash the game was taking up 1.7gb of my 3gb of ram. One thing that I didn't do in this game was build roads between my cities, to test for the influence of caravans; however the game was not as lagg

14 Replies 2,967 Views

I had this problem in .23 as well as .24. Last night it was real bad, I got an out of memory pop up and the game crashed, for what it is worth, I have 3gb of ram. In my non-expert opinion this statement says it all: "- game only updates sectors that have been exposed by FOW" So, a top priority needs to be making updating more efficient so you can actually explore the map; right now the less of the map that you expose the more the game slows down. I am also

14 Replies 2,967 Views

OP is refering to custom troops where you have to choose between a +5 damage ring or a +20 hp ring; in real gameplay I doubt this will carry through as you'll have to find/earn such items. I would tend to agree with OP that two rings should be possible, as it is for the sovereign

15 Replies 11,762 Views

The UI has the little measure bar that lets you know how long until the next upgrade and it is blank if there is no ongoing research; this is an excellent interface for many. My solution would be create a checkbox in options menu to provide end of turn notification if no research is being done. I personally would hate the research screen popping up when I click end turn.

18 Replies 61,552 Views

I tend to favor slow healing in the field (creates an incentive to use healing magic) with faster healing in a city (creates an incentive to rest in a city); but if your troops are half way across the map, returning home to heal is not a satisfactory solution.

3 Replies 4,209 Views

In the options mode you can run the program windowed. Then you can access your desktop from the tool bar without having to ctrl-alt-del to the task manager.

6 Replies 2,352 Views

I thought you said we'd be playing on a cloth map not an oscilloscope! BTW notice how in the third graphic when the weapon is complete that it adds 25% to the power of the unit, I bet that is one gnarly weapon.

53 Replies 169,900 Views

Coming from a fantasy role-playing background, I generally prefer to exclude technology such as black powder weapons. It certainly wouldn't ruin the game for me, if it existed though. Given that there is a limit to developmental resources, I'd rather focus them on a broader more diverse technology tree and magic tree if I had to choose. I do hope that there will be gamesettings that allow for multiple choices with regards to magic's availability, I prefer a magic ric

23 Replies 7,636 Views

I've been watching Elemental with anticipation as more news becomes available and am excitedly waiting for the beta.. one new thing I saw in reading Kotaku's write up was that the way the game world was presented in the article was as if the world was pre-generated, with different map sizes having different worlds. I was under the distinct impression that the world is randomly generated with each new game, as that is critical for repeatability, so I really hope Kotaku was wrong about th

51 Replies 183,872 Views

Of the options presented, number 3 stands out. The idea of micromanaging the flow of resources is distasteful to me. Number 2 would result in extremely limited build options so 3 functioning as a simplified 1 feels most appealing. What I want: * The idea of being able to customize troops sounds fantastic! I am imagining this as when I'm setting up a unit for production I can select the level of training, a mobility option (none/bear/horse/etc) where some of t

565 Replies 1,540,387 Views