A morale stat is dangerous because the usual mechanics tend to make a winning battle into a battle that is won with even less losses. On the other hand it can be quite interesting. In my eyes a good tactical combat adds a lot of depth and fun to the game as in tactical combat you are closer to your units and get the feel of power. I hated the GalCiv 2 battle system. So simple, so boring, no involvement. The damage types were artificial and there was no real difference between them. On
AIAndy
[quote who="Scoutdog" reply="33" id="2412840"]I wish I didn't have swine flu.[/quote] Granted. You have the more dangerous normal seasonal flu now. I wish I could stop time to have lots of free time whenever I want.
[quote who="KellenDunk" reply="54" id="2412349"] Quoting zigzag, reply 53Of course, on the other hand, certain bees surround those wasps and raise the air temperature to lethal levels by beating their wings. And so the example turns back on itself. seriously?[/quote] The bee version which originates from where those hornets are do that indeed. They kill the scouting hornets that way and therefore prevent the major attack. Bees can survive higher temperatur
You do have a pink plastic toy car with a length of 1cm now instead of your old car. I wish I knew the universal antidote for all diseases.
What I'd suggest if you don't want to go to a more detailed system is if there is a global market of independents and merchants. If you want to build something which you don't have enough resources for, you automatically try to get the needed stuff from the global market and the cost of the unit in turns and gold depends on the price for it on the global market. That price then depends on how many unclaimed sources for it are on the map and which players are selling surplus re
Granted! But the transmutation takes place over 1000000 posts and if you stop writing posts it transmutes into a Hello Kitty story telling instead. I wish Elemental will turn into a great game.
I hope the dungeons will be implemented in a way that you can use them for multiple maps if you want to.
Granted! You should put on warm clothes though because it cools the chair as well. I wish my doctoral thesis would write itself.
Granted, the CD drive is now damaged beyond repair and not running at all. I wish the Korean who is supposed to teach me would understand proper English.
Granted, but it does so every pluto year, starting on christmas and still stays up until November 1, when it deinstalls itself with a lot of noise at 4 in the night. I wish the ability of humanity to understand the problems of this world would increase by 100%.
[quote who="vieuxchat" reply="17" id="2403955"]No, that is essence (maybe life magic will be tied to your remaining essence ?). But you're right when you say there's no life shard : only water, fire, wind and earth.[/quote] You start with both essence and life mana. The amount of mana you can have is limited by the essence so when you spend essence, you will see that white bar get shorter but it won't regen currently when you get more essence by leveling.
No, there is no life node. Currently you start with a bit of life mana but can't regen it in any way.
How will multiplayer modding work? Will I be able to upload a certain mod to that server and it will then be usable in a multiplayer game? So I assume that server also works as the mod distributing platform then?
I'd assume the Worth entry is meant to provide info to the AI about how valuable the resource is when it judges city building spots. But then I guess you'd know if that was the case. Some questions about the XML and modding: Are the values in the XML exposed to scripting for reading and altering (meaning altering it in game, not altering the original value in the XML)? Can mods add their own XML entries that they can then use in scripts? That would be very useful to ke
A simple equation like 10 minor units have the same strength as 1 major unit or something like that is boring. Yes, it is easy to balance but it does not have a lot of strategic choices. Instead it would be better if you have to react to what you fight. So units with some AoE would have advantage against masses while units with strong single target attacks have advantages against heavily armored single targets. An example: 100 unarmored, unexperienced macemen would hav
In most cases Impulse uses my full connection for downloads with somewhere around 1.4MB/s.
[quote quoting="post"] Taken straight from the "Lore" page: a series of crystals that represented the basic elements of magic: Earth, Air, Fire, Water and Life. Where's the Death Magic? Every Element up there has it's opposite except Life. It need Death Magic to equal it out. (Can't have you "Goody Goody" Life Magic types getting the upper hand, now can we) [/quote] Life and death mana is present but not gained by crystals. Instead y
That are good ideas. Those methods allow you to flee or avoid death in fun ways and they all can be attached to downsides or counters. Like using another person's body to take part in a battle would require a suitable and suitably prepared vessel (which you don't want to just throw away) and limit the amount of power you could wield. Fully taking over another's body as fleeing possibility would require a hero of at least some level and that loss is a gain for the enemy.
I still think a good cooldown based escaping system that is partially counterable would provide the necessary survival for both your heroes and your sovereign without resurrection. What I mean is a chess like subgame where if you want to kill the army, you move a more powerful army to that point but if you want to kill the hero or sovereign, you have to do more than that. That would allow the player to scout ahead and prevent moving into situations that are dangerous but still use tho
[quote who="Denryu" reply="107" id="2396084"]So get rid of the mechanic that a unit "pops out of nowhere". Give the sovereign the ability to cast a costly "Oh crap!" spell at the beginning of combat to teleport home. Someone suggested the ability to port out during the battle if things go badly - I don't like that it gives people too much of the ability to use the channeler with impunity and then poof when they are going to lose.[/quote] The questions are: How much do you want
I'd say in general that your sovereign is powerful enough that he can easily protect himself from long range spells like volcanoes or similar stuff (like a protective shield around himself with some levitation) except maybe some special anti channeler spells that can hurt him (but not kill). So if you want to kill the enemy sovereign, you have to get him with an army.
As many already said, a random chance escape is bad (was a very annoying thing in MoM already). What I'd suggest is this: A system of active use escape spells with cooldowns and/or counters. So when you see that your sovereign is at risk in battle, you use one of his escape possibilities. If you want to kill the enemy sovereign, you have to plan ahead to counter his escape possibilities or exhaust them. So assassination and sovereign loss is possible but not easy. Like to kill
[quote who="Wintersong" reply="34" id="2392242"]I understand their troubles but as adamant as some can be about hating the idea, I'm as adamant in loving it. No one ask the King in chess to be hidden or have a dinasty if he dies (not very good example because the only victory condition is to kill the King but you get the idea... I hope). Because I see this game as chess but with more victory conditions. And I love the feeling.[/quote] Chess is a good example. Because what do you actua
[quote who="ozmono" reply="22" id="2391521"] h And it will be only a last resort option like that because game over is a too high stake in most cases and whenever it actually matters that you use the sovereign, there will be a certain amount of risk (otherwise why even use your sovereign). Because it'll help level your sovereign up and make him/her stronger. EDIT I'd be trying to use my sovereign in all low risk circumstances not ju
[quote who="Denryu" reply="15" id="2391099"] I find it amazing that even with this ultimate "You can protect your sovereign and make sure that he only falls when your last city falls" is not good enough for some people. they want to be able to have a "battle mage" sovereign AND have a way to keep playing if their gambit fails. If you take the consequences away from every choice, that makes the choice itself meaningless. This is perfect as it is, if they included what you