Tasunke

Tasunke

Joined Member # 3846508
78 Posts 3,839 Replies 852 Reputation

I like the idea of "highest initiative moves first" although this could be tricky to do in Simul turns. Perhaps allow for two or more players to all be sitting on the same tile, and then whichever unit has the highest initiative gets the goody hut. DEFINITELY allow people to play the game as normal even after they have submitted their turn. Only once everyone has submitted their turn does the "Next Turn" go into play.

187 Replies 424,645 Views

Also, as a general rule ... if you are WAITING on someone else you can still re-assign your cities, add building projects, and move troops (ect). Thats kind of the *whole point* behind simultaneous turns. Its only once EVERYONES turn ends that you stop moving. If everyone is waiting on the last guy, they can still move.

187 Replies 424,645 Views

I would say 20 seconds for Gold, 40 seconds for Silver, and 60 seconds for Bronze. "Blazing" (or lightning) could reduce times by 20%, and slow poke could increase times by 20%. I mean honestly, the first Turn can take clear over a minute (deciding where your capital is going to go ... sometimes a big deal). Then middling turns can take only 10 seconds, where stuff is slow, and then increase to 20 seconds per turn once things pick up, and maxing at 30 se

187 Replies 424,645 Views

Yes!! By George I think "Progress" has got it!!! -er, one modification I would make would be that there is only one 4, starting from the City that originally que'd the road. Therefore it would only travel along 5 from City 1 all the way to City 2. Also, throw out the "other" form of Road building, and merely have it be an "improvement" project of City 1, using City 1's resources. The Diagram, however, nearly perfect ;)

287 Replies 654,887 Views

I think there should be a tech to develop Mountain Paths ... most likely a tech in the Civilization era, near exploration, that has a greater likelyhood of arriving if you are near mountains. In it, you can build mountain passes, in certain areas, that only you can build. I think a Mountain pass would have to have pure mountain on either side (no parallel mountain passes), and have a movement penalty rather than a movement bonus (or simply 50% slower than the basic road). Only armies of natio

2 Replies 4,999 Views
Reply to Siege Warfare in WOM Ideas

Well, personally, I would consider the battle for the Courtyard to be "One" battle, and the Defender can decide at any time to retreat to the keep. Any units cut off from the keep on the Field of Battle, however, should probably be lost, or have a 60+% chance for not making it inside the keep. Then, the Second battle would be the fight for the keep "much harder" ... otherwise (if invading keep is impossible), the invading army simply has to starve them out over the course of several t

31 Replies 97,869 Views

Well, I think (personally) that Stardock should add *legal* polygamy as an advantage, and faithful monagamy as a "disadvantage"** **its not actually a disadvantage, but by maintaning Morale Authority, you are able to spend more points on other facets of life, its not to say that monogamy is "worse" merely that it allows you to be a better person in other areas. Likely Faithful Monagamists and Legal Polygamists would be at opposing ends, and thus have diplomatic difficulties. S

57 Replies 47,230 Views

Well, King Hobbit, I think it would kind of negate the purpose of having weaknesses if you don't get back "full points" as they say. Talents which have inherent weaknesses included are stronger than normal talents because of the added weakness. However, if weaknesses are going to have "hidden recessive talents" which can combine with other weaknesses to created a full talent, then I suppose you have a point. However, I would like for these "recessive talents" when created to only be a

149 Replies 259,728 Views

I was thinking something more abstract. Like: opposing alignment = -1 supply line one or more enemy cities between you and nearest neutral road = -1 supply line No roads at all = -1 supply line On a continent with no friendly cities = -1 supply line Inside a Dungeon = -1 supply line Army consisting of 75% (or more) Undead troops/Demons = -1 supply line Nearby Friendly Fortress(or Keep) = +1 supply line Nearby Road connect

3 Replies 5,997 Views

wait ... if you aren't good in English ... how can you read these walls of text? xD seriously, I commend you on your efforts. I wish I was better at Spanish and Japanese.

42 Replies 134,861 Views

[quote who="Raven X" reply="13" id="2554286"]So how come these Channelers aren't immortal like the Sovereigns are? This is going to lead a lot of people to want their Sov's to age and die and have heirs take over the throne like they do in this story , just saying... Very cool story though. I'd like to hear more about this Curgen.[/quote] yea, from the story it sounds like these Channelers could not have a life-span of more than 300-500 years to all fit with

41 Replies 72,286 Views

[quote who="Wintersong" reply="8" id="2554090"]@Hackbar: victory condition means that if you achieve it, you win. It cannot be a Quest Victory if you get the artifact (supposed end of the Quest Victory) and end having to win the game by a militar victory (that i's not even assured with the artifact because if not the other players would go 'GG').[/quote] well, if this is a Victory Condition, and if we have options to select and de-select Victory Conditions, then someone that completes

41 Replies 72,286 Views

[quote who="Wintersong" reply="1" id="2553960"] quoting postNaturally, it will again be disturbed… I blame Tas. .[/quote] thanks Wintersong, I got all the warm fuzzies [e digicons]:')[/e]

41 Replies 72,286 Views

Yes, we *could* decide to only have empire-wide bonuses in the race, however I think Sov traits could at least allow *city wide* bonuses and *army wide* bonuses. ArmyWide bonuses would only apply to units and soldiers on the same tile as the Sovereign (unless we implement the generals mod where the Sov could lead an entire division with his army bonuses) CityWide bonuses are applied to the City (or cities) that is connected directly to the Sovereign (capital, or whichever city

149 Replies 259,728 Views

The essense of your post sounds good. I myself have not played Pox Nora, so I cannot formulate an opinion on the game itself. However, half a thousand different unit options, spefic purposes for units, crafting an army exactly how you want it, and not being pidgeonholed into a specific strat (although steel weaponed cav should *always* win the charge :P ) ... sounds very good. And by that, I mean many different tactical strategies for the tactical maps, makes tactical combat m

1 Replies 3,056 Views

I think that maybe life-spans, or at least royal life-spans, have already increased to include several hundred years. Or something of the sort. History of the Calebethon, however, hints that Channeler's lifespans are shorter than I had originally imagined (10,000 years) ... as I had felt that Channelers could live 100 times as long as the Mortal Mages. The histories seem to indicate that a Channeler usually cannot live more than 500 or so years. So perhaps the royal family, closely ti

57 Replies 47,230 Views

I should say, not related to the size of the city, but the size of the empire. Then, different disasters could effect different cities depending on the disaster. If its being invaded/seiged by bandits, probably an outlying town, but could be any town. If its an invasion of trolls/ogres, same deal. If its a building gone run-down, probably a Village somewhere. If its something to do with something that could only take place in a City Proper, then it happens in a random City Proper (probably wo

32 Replies 70,515 Views

Fair enough, but how about a "level cap" for barracks training?? I think level 3 for most settlements barracks, a City can get you to level 4 and 90% experience towards level 5, and a "Super Barracks" can train you to level 5 with 90% experience towards level 6. Does this sound fitting? Again, maybe no *total* level cap, but level 20, in my mind, should be the *sweet spot* where things start to come easily for the soldier, and the soldier/champ is now a bonafide badass. Levels

59 Replies 38,461 Views

[quote who="egable" reply="11" id="2554089"] Quoting shadowtongue, reply 6 Quoting Tormy-, reply 5 Quoting Vordrak, reply 4 All that sounds a little bit harsh. How about just code the AI to use boats or land altering spells? This sounds good. Seconded. Meh. Sounds good, but how easy do you think it is to make the AI capeable of responding intelligently to this? I fear that the dream for massiv

30 Replies 11,638 Views

Well, im pretty sure there won't be any city happiness in the game (otherwise I would have used that as a variable in my ideas), however other potrayals of Social Discord, Civil Strife (royals revolt), and Extra-planar invasions would be nice. Usually, however, each person creates their own clock, and the end of the game is a battle of the Giant Clocks. That is sometimes fun. Perhaps boring for singleplayer, but in multiplayer it can be a blast. Sometimes in games I want to build pali

32 Replies 70,515 Views

Hey, whats wrong with Empire: Total War! its not like I bought it ... or play it ... but Medieval II was pretty cool :p

13 Replies 12,729 Views
Reply to black powder in WOM Ideas

Yay! yay for crystal shard based guns! :) (at least those are more expensive, require more training, fit better into a fantasy setting, and involve a certain Magical and Tech investment combination)

31 Replies 18,387 Views

Yea, I think City-based experience should only train up to a point. Say level 3 or 4. Actual combat should definitely be superior to training in a barracks. Garrison troops should have a level cap of say 3 or 4, with level 20 being "Hella Good" (fall from heaven's famed Level 6) ... and then levels 30-40 should be near godly, and level 40 should probably be the level cap. (or maybe 50 at pure godhood)

59 Replies 38,461 Views