Black-Knight

Black-Knight

Joined Member # 3831966
106 Posts 365 Replies 752 Reputation

[quote who="James009D" reply="4" id="2786428"]I'd like to see Towers build-able outside the city limits (worker unit, anyone?) but I'd also like to see the addition of build-able fortresses (unique upgradable city hubs) that can be used for military defense and bonuses.[/quote] The watchtower could also serve as a basic fortification, IMO. That would simplify things and still be realistic.

13 Replies 7,698 Views

[quote who="Robert Hentschke" reply="3" id="2787168"] Quoting Black-Knight, reply 2having to research them as a technology FOR EACH NEW CITY would force to make them only if we really need them otherwise we would be behind in terms or other developments. While the basic idea is silly, I think this could work beautifully in game. =P There would be a tangible drawback to expansion to be weighed against the benefit of grabbing additional resources. So far the best

4 Replies 9,445 Views

Partially true, but the pioneers at the beginning of the game are useful to have in a relatively decent time. Only later on they become too many. By doing what you say we would still have an exponential growth of pioneers. when you have 10 cities you can have 10 pioneers, thus 10 more cities, then 20 more...Your idea would definitely slow that down, but having to research them as a technology FOR EACH NEW CITY would force to make them only if we really need them otherwise we would be behind i

4 Replies 9,445 Views

As the the game is now, roaming bandits and monsters are not very aggressive toward cities. Sure they are a threat and players feel the need to leave a garrison in them, which is a BRILLIANT concept that I have really never seen in any other empire building game, where players don't really need garrisons thus ending up being perfectly fine even without defending their empire. By being forced to create an infrastructure to defend their newly created outposts players would have to dedic

4 Replies 9,445 Views

It's a mechanics very similar to the one already present with merchants, only taxes should try to reach the capital and not just whatever city. The only problem would come up when a city is not reachable by land. Defending the routes where the taxes go through would become an important strategy, since the economy of the empire or kingdom could suffer from their loss. That could also limit city spamming: a city too far from the capital would not be able to be economically productive th

0 Replies 2,568 Views

The sovreign could have the chance at the beginning to be equipped with a wand that could allow the casting of spells up to level 3, then he would need a rod to cast higher spells. Also Rods could be of different kinds, thus allowing to cast only specific kinds of spell (a fire rod, an air rod etc...) there could also be universal rods or rods that increase the power of spells...they could also be researched in the magic tech tree... In most fantasy books/films the wizard has a rod or

2 Replies 3,908 Views

Agree: this game needs variey. Also champions all end up looking the same. Same armors and weapons (since in the end a big hammer and a master heavy armor are the only "best" choice, and are available everywhere if you can pay for them), same skills, same spells, Units can be both casters and warriors (for that I suggest that in order to cast spell the main weapon should have a magic attribute... the basic one being a rod, but later a magic sword could allow to both fight and cast spells).</p

4 Replies 5,210 Views

I completely disagree with the system. By having 5 kinds of weapons perfectly balanced in terms of price and damage we would get nothing more than we already have, since we as players would still buy the same weapon. result: all heroes go around with the same (the best) armor and the same (the best) weapon. 90% of weapons would still be useless, balanced, but useless. Instead I believe prices should vary and not everything should be available everywhere at the same price. that

3 Replies 2,119 Views

Bees don't like Brad. :p I agree this game should be made of hexes, the fact that Brad doesn't like\know wargames IMO is one of the main reasons this game has problems: movement is incoherent and buggy (0 movement points coming out of cities?, using auto fight spends one movement point fighting manually a boring battle makes you save that movement point?) battles are slow... etc... But Brad is also a smart, committed guy. Hopefully he will change his mind in the future and\or

31 Replies 24,008 Views

Actually I like the fact that certain resource have to be found or be dealt without. The idea of a supernatural merchant appearing from nowhere and giving resources to sovreigns, who should be the rulers of the world, but just don't have... wood... while he does and who knows where he gets it... That is something I find a bit annoying and absurd. Sorry.

13 Replies 9,037 Views

As I mentioned in a another post that would be coherent with what most RPGs do. Equipment not available everywhere with big cities having the chance to get the most stuff. So who cares if a scimitar costs like a hammer but deals less damage, playes would still buy it, if it is the only weapon available. That would also help differentiating the look of heroes who at the moment all end up using the best armors\weapons, making them all look the same and making 90% of equipment useless. A

0 Replies 2,589 Views

[Suggestion] Dragons must fly in 2011 Sounds like one of those ideas that will definitely take a looong work to implement... [e digicons]:D[/e]

6 Replies 7,589 Views

The patches made clear that the programmers either don't care or have serious problems balancing the weapons, also all armors at some point become available making the weaker ones quickly obsolete. Regarding the weapons sold to adventurers, they all tend to wait until they can buy the best, thus having a bunch of champions in the end dressed up with either legendary or master weapons, result: they all end up looking the same and 90% of weapons are useless. If only certain citi

0 Replies 2,864 Views

[quote who="Mistwraithe" reply="1" id="2783732"]Temples of Essence stack. Get enough of them and max mana won't ever be a problem again.[/quote] Oh yes it will because it doesn't reload. You end up with lots of empty/unloaded essence points which you never have the time to fill up unless you spend 50 turns doing nothing. The only units that benefit from that are the children who also often reload mana end hit points thus becoming almost invincible uberunits.

5 Replies 3,819 Views

[quote who="Rabenhoff" reply="3" id="2780442"] Entering a road or a city usually cost 1/2 MP Which is also illogical. Travelling on a road network should cost 1/2 MP [i.e. travelling from one tile with roads to another one]. Entering the network should however cost movement points according to the specific point of entry, as e.g. 2 MP for a forest.[/quote] Good point. Certain wargames make you count that 1/2 bounus ONLY if you go from a road hex to another road hex (usually

18 Replies 283,868 Views

Guys I really have no idea if it is hard to program hexes of what, but Age of Wonders did an amazing job with hexes more than 10 years ago, so it is definitely possible. This game is a a RPG, a City Sim and also a wargame. I really respect it for all the work involved in making 3 games in one, but the wargame aspect lacks the hex feature which is the natural solution for realism. Squares are a geographical aberration, other than bringing several kinds of illogical situations. Wargames have an

18 Replies 283,868 Views

I believe that there is a basic misconception. Slow pace is not equal to a sense of "epic", only the size of the map creates that, while being unable to perform enough satisfying actions each turn in a TBS game makes it boring. At least it does so when engaged in multiplayer. I am also saying that because when the developers finally realize that the natural evolution of multiplayer in this game is Play By E Mail games, they will find out that once you send a turn by email to someone, that per

0 Replies 2,537 Views

Watchtowers would be great if they could be built anywhere in our territory and give an effective visual range of about 7-10 tiles around themselves.

15 Replies 5,626 Views

The maps created by the game are actually pretty interesting. After a while though one realizes that they are just long contorted stripes of lands and islands are pretty rare and quite empty. The reason for that is that the AI cannot start in an island, since in order to do that it should learn how to use a boat. Because the AI cannot use a boat, all enemies can always be reached without a boat... which makes boats useless. In my opinion teaching the AI how to use a boat will

0 Replies 2,548 Views

Founding cities coud also be a technology you have to research again and agan if you want to increase the number of cities you can control. That way it would still be possile to have a lot of cities but not very convenient, since all research would have to go into that.

28 Replies 24,925 Views