Hmm, I suppose after creating an Asian faction, we need to start working on the Turkish Fantasy mod, and then the Hindu Fantasy Mod, as those are the two main "real life" mythologies that seem to be under-used in terms of direct gaming representation. Turkish Mythology, for those of you that don't know, is a branch off of Middle Eastern Mythology that is practiced by all the Menistans (Kazakhstan, Turkmenistan), Turkey, and probably Western Chinese as well (those that a
Tasunke
There is a boost Charisma book, maybe also a boost-Charisma potion. Even so, requiring 38 Charisma as a monolithic requirement to recruit that group is just silly.
I had an idea for each Weapon to have inherent "skills" that any unit could learn if they leveled far enough. The default is to automatically use any skill available to the unit, as soon as possible, as long as its not a formation. Formations or "Modes" need to be activated, but if its an attack that can be activated every X turns the default will be to Automatically Activate the attack every X turns. example: Blunt Weapons Skill 1-> Heavy Swing (every 5 combat turn
Well, each kill increases the total Exp by a stackable 10%. The "lower strength units get more exp" is just there so that lucky kills still mean something, since in most games if you just rolled three 20s in a row to crit the Boss, your going to get a Helluva lot of Exp. given the examples, there are three basic factors that would allow for XP. One is number of opponents (number of kills). The other is percentage total damage given. Think of it this way, if you shoot someone in the ar
You can easily change the art asset from a hut to be the art asset of one hundred huts. You just need to modify the art asset and switch it via XML. Now, will it be harder to see the hut? Maybe. It just depends on how "realistic" you want your cities to look. If you want it to look like your looking down on google maps then thats fine. I personally want to be able to easily recognize things, which requires them to be larger ... just like the Units that you used. A Sovereign is the siz
I have found that, while at first the spaces seems tiny, you soon find out that Cities become more reasonable. Or maybe it just shows in my play because I am deathly afraid to "connect" my cities for fear of Shenannigans. That being said, simply having an invisible wall where there will always be at least one square in-between your cities would be "ok" ... however you have to realize, that the Buildable Radius grows dramatically faster than your available squares. meaning that you Cit
All you need is about 40-50 science to really speed your Teching up (although once I got up to 180 total tech using my "brilliant city"). After getting to the basics, jump to Archiving and pump out a few schools here and there, and then you can focus on your military (and economy) techs until you have a massive empire that can "try" to support a massive army. Luckily in this build I had alot of nearby Iron Ore that my opponents didnt get the chance to settle. Somehow I think c
Well ... I am at turn 250 with over 1000 iron stockpiled. Have not built any Iron-based units yet. Am hoping to equip a Regiment of Iron-based units .... the only problem is that the maintanence for such a unit is ... significantly greater than the 12.5 gold per turn that I had previously proposed ... and thus I need ALOT more gold per turn in order to field 250 units at one time (even if they are in the same unit) ... so essentially I will need at least 2 size 5 cities almost COMPLETELY devo
@ John Hughes ... the reason that the "total" experience is different is because it deals with the relative strengths of the units. This is where Experience x (1 + Their Strength/ Your Strength). In this model, if you are weaker than the opponent, your portion of experience will be boosted more-so. In many games (Fire Emblem among them) if a Stronger unit gets the kill, then he gets less experience (than if a weaker or equal unit got the kill). What I am
Okay, so I took another look at the Leaderheads for the Empires. Something tells me that the Urxen and Wraiths are "both" Urxen (goblins) with magical tendencies, and the Wraiths focus more on stealth/poisons the like. Meanwhile, Trogs and Magnar are both Trogs, however Magnar are more sinister, and rely on beast companions and mystical armor, while Trogs are more brutish and rely on their brute strength of force to win the day. Did I get anywhere close? Man is the Wea
If fallen are made up of a lot of different races, then where do the Magnar fall in? Are they merely a rare race, an aristocracy of sorts, that rules over a Plebian Class of Trogs? As well as the Wraiths ... are they simply a Vampiric Upper Class with no connection to their Urxen (or Trog) plebians? And what is the big difference between Urxen and Trog anyways? I thought for sure that Magnar were more distinct from the both of them.
I am not sure that Dragon's should be ridden in this particular game, however if they were to be ridden, probably a powerful, expensive spell from a high end magic tech (Universal Will, Strength of Will). Probably cost one shard of each element (Fire, Ice, Earth, Air). It should allow you to mount/dismount your dragon, as well as perhaps combat bonuses vs other dragons ... maybe even an ability to capture opponent dragons (at least temporarily). Riding the Dragon should be stronger th
Well, that just shows that the combat system is already showing some complex depth from its "simplicity." Anyways, this idea arose from the fact that currently, all Champions recieve 50 xp from each battle, and all normal units recieve 5 exp from each battle. So this could be a useful placeholder until someone comes up with something more useful (of course I prefer my system ;) ) In any event, I usually don't try to attack Trolls till I have at least 50 HP and 2 or 3 combat sp
Well, in any case, when it comes to levelling up, I am a firm believer in 10 points for Sovereign, 8 points for Champion, 6 points for Elite, 5 points for Expert (exemplar), 4 points for Veteran (honor guard), 3 points for normal (regular), 2 points for Draftee and 1 point for Slave. All the extra skills and feats are just extra, which I have a feeling will be used. All it really does is multiply the data size of each weapon by 13. Which ... I guess is alot, but only a little when com
Well, I can only imagine that it takes ALOT of forges, barracks, and Armories in order to build a Regiment of Iron equipped soldiers. I am guessing primarily a LOT of Iron Mines and Forges.
No, although currently the only way to marry is to rescue the princess from the bandits, return her to the "correct" city (personally I think either the city should be specified AND highlighted, or ANY city should be able to be used) ... and then propose to her. You will then be married, and it will only be a matter of time before you start having children.
Dragons will be POWERFUL NPCs that you might occasionally be able to recruit. I certainly hope that recruiting Dragons is something along the lines of Adventuring techs, and can be done by any kind of Sovereign, as opposed to requiring 50 charisma or something ... But either way, yes ... theoretically you would need to research advanced Beast taming, which unlocks Dragon Language ... then research Dragon language, and perhaps solve a quest or two for the Dragon ... and it will become
Exactly. Turns only need to be "fun gameplay" not anything else. To me a child should take about 35 turns to reach "Of Age" and become a Champion. Then he should live "forever." Equally, there should be no Menopause. Having a ticking biological clock for various characters just doesn't add a lot to the game. Its too "sim." As far as unit-costs go .... individual 0.1 gold, party 0.3 gold, company 0.7 gold, platoon 6 gold, Brigade 12.5 gold, and legion 40 gold. That is u
Well, I rather like the current City structure/ usage. The only thing I don't like is the difficulty in selecting units and moving units through a city. That is a real pain. I could live with a few more squares in Size 2-5 however. As well as the Palace providing +8 spaces. While current city size is cool, I wonder if we could make cities "smaller" What I mean by that, is that 1 space will be 1/4 a tile as opposed to an entire tile. So 4 spaces make a tile. Not sure if
I rather like the current build of the game, in its most generic sense. What I mean by that, is that build-times seem appropriate, build costs are (some-what) decent, and Huts, Houses, and Villas are perfect. Food is perfect, Global economy is near perfect, The way Iron and Forges work together is perfect. Im curious as to Quarries though ... it "frightens" me. Also, its kind of silly that Advanced mining unlocks quarries. Just have Mining unlock Quarries and have Adva
I think that currently researching Dungeoneering, ect simply increases the number of Inns. As you know there are several types of "Inn Quests" and all other quests thus far are the random even type. Apparantly to recruit the smaller group you only need above 20 charisma (21 worked) ... however for the other group you need more than 38!?!!! ... yea. After I recruited all other NPC's I took my giant (mostly ex-NPC) stack, and killed the other NPC stack. After that, I was more th
Okay ... so each City has a permanent "militia" value. For all intents and purposes these militia are "slave soldiers" only they cannot gain experience points ... ever. Factions with the "Egalitarian" trait have slightly stronger militia ... being "draftee soldier" quality. Draftees have 8 HP, while Slaves have 5 HP. All militia Start out equipped with Clubs. There are two Upgradable Buildings for Militia. One is the "Spear Shop" and the other is the "Bow Shop". <
I think its currently some-what paper doll, but Definitely Paper-Doll all the way :) As for jewelry .... 10 rings, 1 necklace, and 1 set of ear-rings. The rest of the armor is already mutually exclusive. Now all we need is for each unit/Champion/Sovereign to be able to carry two weapons "readily available." Meaning that in a tactical battle, your Sovereign can freely choose between that Longbow of Smiting and the Flame Sword + Ice Shield. Switching weapon set sh
If an enemy unit passes within 1 tile of the Defending Army's Zone of Control, then the Defending army has a chance to initiate battle with the Enemy army. In UI terms, there will be a pop-up for the defender saying "enemy army is approaching. It has X,Y,Z units, with a total combat rating of C, approximate Strength Ration is R, enemy generals stats are A,B,and E." Then the defender can clearly see his own strength and units, the enemy's strength and units, and the option to i
... hehehe. Well, in DnD there always seems to be a favoritism towards who gets the kill. Now, I am fine with experience being split amongst the group only based upon % damage ... however I want for number of kills to effect the total experience somewhere, so in that case I would want for total "battle experience" to equal Enemy Combat Value x 2 x (1.1)^N where N equals total number of kills. By keeping the Kill value present "somewhere", even though sending Hoards of weaklings to the