[quote who="Campaigner" reply="163" id="2550723"] When two cities reach a higher lvl the road between them is automatically upgraded [/quote] This. But only if the road was already built previously, by the player.
Tasunke
They can Die. They are biologically immortal, meaning that they can never die from disease or Aging (time, virus's, bacteria, faulty genetics) However, they can still be killed in Murder or Combat.
The blue-prints for such an item would probably cost essence, and alot of Arcane researach. The creation of such items would cost Mana or Shard-magic. The equipping of such item magically effects the soldiers' atman, and transforms him into a spiritual representation of the envisioned mutation. He may not visually change in any recognizable genetic expression, however there is certainly a difference and its expressed in abilities and traits of that unit. If cosmetic can be app
One of Kael's design goals in making Fall From Heaven 2 was asymmetrical balance. Things do not have to be identical to be balanced. Each path doesn't have to have identical outcomes to be competitive. Fall From Heaven did not have any counter-spells, and some of the spells were quite powerful, however I don's see any reason to not include different kinds of counter spells for each faction. Asymmetry does not equate to imbalance. Its simply a harder goal to accomplish, but mak
Hehe .. the Kurgan could be the Visual reference for a far less human Unique Champion (less Fallen-human too). The True Big Bad in the Blade of Vengeance quest (not the suprise ending, but the true victim of the Blade of Vengeance).
Chong Li ... controlling a Legion is controlling 1000 individual units at one time. There is a difference between controlling something one at a time and controlling alot of something one at a time. Your examples work fine IF, say, legion was our lowest unit. Its not. Not everyone will have legions, being able to build one is an organizational tool, and is basically a way to pay for those 1000 soldiers more efficiently, and get them built more efficiently, therefore building the bigge
To get back on Topic ... not every spell-book has to have every defensive spell. Not every element needs to defend itself in the exact same way. Perhaps cost-on-turn counter spells are VERY specific, cost a reasonable amount, cost only one time, and wear off after 5 turns. Maybe these type of specific counter-spells are available by a book of Balance. If you have a Fire Book and a Balance book, the anti-fire spells and anti-water spells show up earlier in the sp
*all units will be fighting as individuals* there will be units of 1, units of 4, ect, up to units of 1000. This plays on important things like formation, (morale?),(endurance?), and ease of Ordering. A unit of 1000 will be somewhat ordered as one, but will still be 1000 individual units. All *individual units* are coming directly from your Cities population. I doubt anyone would possibly have any more than 20 legions, however 100 Brigades or 500 Platoons(Battalions)**
[quote who="DariasDruss" reply="25" id="2550194"]Well it would be appropiate if you could work some witty dark humor inot some of the events. Nothing like the bubble gum quote. You could do humor pertaining to the races or creatures in them. Would add depth if it was kept in context.[/quote] I agree. Dark, witty, satirical ... usually said by NPCs on Quests, or in Dungeon-type locations, ect. Or NPC bosses even, maybe a merc or two (or wandering Champion).
Perhaps when you click to build road (built BY city-A TO city-B ) the game automatically presents a blueprint of "the most efficient pathway." Then, you can click and drag at the road at any point to give it significant Meandering or such (like I want it through the Valley guarded by my forts rather than the Hostile open plains)
Definitely the whole *equal damage regardless of armor* would be better abstracted instead of as a damage type (X weapon ignores armor based defense, or somesuch). However, it seems like magic will already be doing just that -ignoring armor, or in this case all "defense." In such a game already complex, its probably just as well that ATK/DEF are kept rather simplified.
But killing *other* Sovereigns is certainly a way to get them close to 2nd place. I like the idea that you have to be in your Opposing element to truly die. Will make intra-element wars interesting though, thats for sure. xD
Well, Sean, it sounds like you want a quest similar to something Red as well as I have made permutations of. His idea is that a Giant Demon on a Volcanoe is created and demonic armies spew forth until someone kills the demon. *My* idea, on the other hand, is a chain of events that starts with three rather Innocuous Bounty Hunter quests and snow-balls into a VERY bountiful quest that has the potenti
Well, an ecosystem is a complex machine. Organizing the bottom levels of that machine alone, requires far little effort than reorganizing the Life-function of a unit. I say that raising someone completely to a Cognitive state would be equivalent to Reviving a Large section of the world, however of course not as expensive, as say, an essence cost. Unless of course your reviving a Dragon into a Draco-Lich and actually expect to be able to control it. Other than complete Mastery of the U
OOOOH no no no no no. Small numbers of elite units vs Large numbers of inferior units. THATS opportunity cost. Assuming the same proportion of Few Elites and Many weak fodderlings, both channelers should have the Same Opportunity for Equal Magical Mastery. Now, if you want your Magic to be significantly Superior to that of your opponents, then the TRUE result should be something like Many Elites + Medium Magic Versus Many fodderlings + Superior Magic. O
In a multiplayer game, people do not wish for Victory to be decided based upon the RNG, and the RNG alone. In the case of armies, the Player makes a controlled decision of where to place units, and how many units to place. only the actual exchange of blades is determined by the RNG. Heck, even battle tactics is decided by the player (which is a much greater improvement to a *pure* strategy game like Civ5 that has little-no tactics). //as a side note, the tac
egads, double post ...
I think that 1 road per City Size should be greatest level of efficiency. 2 roads per city size is OK, but depends on how wealthy that settlement is. any roads beyond 2 per city size RAPIDLY should decrease efficiency in an expedient downward spiral. Essentially, a Grande ROME style level 5 City can have 10 roads coming from it and be OK, however if it was a relatively poor level 5 city, and still had 10 roads stemming from it .... we would start to see problems. Beyon
Its more brute force and would require some more AI work ... but its really nothing compared to what we want them to give the AI in forms of Diplomatic readiness and combat readiness ;) Its not a bad idea. Obviously, if simplicity is better in these such aspects, I rather like my initial build simply for its elegance in simplicity. Your idea would require a seperate screen and a very *involved* view of food. Since Prestige will effect Migration and Immigration, as well as basi
Indeed, you set the Blueprint for the Road. This can be a series of blueprints, or it can be a curvacious line drawn by the maps. You could use a "smooth design" option to remove minor redundancies to increase effieciency (aka remove the kinks in a drawn road-map, although wider meanders that are stragecially placed will remain the same). Basically you can pick a city, plot out the Road course, and then it will be slowly built based upon the availability of Resources needed for Road C
Early-game Farming Tech- can gain 20% efficiency from Non-Native food-types Mid-game Farming Tech- can gain 60% effieciency from Non Native food-types Late-game Farming Tech - can gain 90% efficiency from Non Native food types OR a series of mid-game farming techs which allow acess to each food type, @ 50% effieciency, and a following tech which allows full efficiency (many more teching, arrives earlier, cost more if you want acess to ALL food types, les
Well, currently the Company to Battalion ratio, and Battalion to Brigade ratio, are quite accurate (5:1). Also, in more classical and medieval times (although especially classical) a *legion* would be the largest individual fighting unit. In an RPG setting, a "party" is the smallest fighting unit, and the one most classic dungeon crawls are participating in. If your party is your smallest unit, and a legion is the largest, then we can take some Terminolo
So is beta 2 even open to someone that pre-orders as late as now? Interesting.
I personally think a Settler Unit made out of either a small proportion of the City's population or a small amount of *free* population with an appropriate gold cost would be the most reasonable. Then, the population of the Settler Unit would become the starting population of the settlement. Now, due to prestige, if this is an extensive amount of population (due to gaming or whatever) then that excess population would likely migrate to other cities anyways, so there would only be the
I hope it works in a way that allows Population to gravitate towards singularly large population Centers among the presence of multiple towns and villages.