Tasunke

Tasunke

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

I would like for every faction to have its own Technologies (mostly) ... although I think it should not be in a particular "tree" which would imply 2-D relationships between tech progression, but more of a 3 or 4 dimensional "chain-mail" of technologies, where each technology has a tier (which alot of non-related techs sit upon) mainly to represent relative cost and relative effectiveness (or at least cost) ... and have a Tech on tier X have connections to several techs below it, and several

67 Replies 42,836 Views

Well, I think all magic users will have an "essence" stat which allows for the amount of mana it has. The Channeler/Sovereign will be the only one which can distill node essence into his own, and increase essence upon level up, but he can spend essence in order to attach it to certain heroes. In your mentioning of a Mind-Flayer, it could use essence and turn it into an intelligence stat (for mods) or simply have the mind-flayer decrease the mana of a character, and once mana hits 0 (o

95 Replies 269,519 Views

I think there should also be basic growth-rates via births/food consumption (since the human species has a natural ability, like most complex organisms, to increase fertility rates when food is abundant, and to decreas fertility rates when food is scarce ... I think Stillborns are factored into this equation as well) ... So to restate, once a population is in a city, it has a natural birth-rate relative to the availability of food (although small enough to not be immediately significa

29 Replies 18,012 Views

I suppose having 1 set of visible options is acceptable, although I would rather have the actual research to be completely blind, and X% out of a 100 assigned to each color-group, (Military Recruitment and Strategy, Resource Gathering and Refinement, Education and Research (parallel but different), Agriculture(wild animals, wild herbs, and domestic farming), and Architecture (housing, barracks, granaries/silos, Acadamies ... the heart-n-soul of the construction companies). With a 6th color-sl

96 Replies 257,821 Views

Well, if it IS tied together, then specialty abilities Like Lumbering and Whirlwind-Devil should probably coded in, usable as a modder source, as well as allowing said values to be altered (to make other such traits). A minor issue though. For the most part simply having more hitpoints makes more sense to me ... in an odd sort of way. Of course, in the system I am used to, most units have 1 HP, while elite "base units" have 2 HP, and a general could have as many as 10 or 20 HP (but usually le

120 Replies 592,310 Views

Anywho, as far as resource based, you could have the "Palace" of a faction supply a steady source of its specialty resource, without any meaningful map-tweaks needed. Now, you could try to code starting positions so that Rohan would be more likely to exist in open plains rather than dense forests, but either way they would have Palace-Horses, which could be graphically represented some-where nearby/very close to the capital, but soemthing that can never be denied to them (at least in their ca

145 Replies 96,431 Views

I kind-of have to agree that Caravans (or some road-based feature like Camp 3 on the economics scale) might be better, and all non-Caravan connected cities might be able to get the "rummage" value, but you can only "rummage" if your capital (or somewhere) has access to the resource, and the Rummage value is based on distance from capital, so a far-away, non-connected city would have a much lower rummage value than a nearby core-city under seige.

120 Replies 205,597 Views

Yes, I agree that if you focus on a particular avenue of strategy (and im not talking about "we build only the best" kind of strategy, but a specific decision to focus economy/tactics upon a certain terrain or behaviour) then you should get rewarded for speicalizing, instead of penalized for not considering a more broad focus. For instance, you can gain acess to extra specials if you focus on a certain avenue (mountaineering, Desert Warfare, Ski-Troops, Jungle Medicines, Horsebackridi

5 Replies 28,806 Views

I really like the idea of situational techs ... I think you should compare average yield of tiles/starting areas, to the advantage of relative situational tech. For instance, situational techs could be added to certain factions with a less-than-par starting location to better take advantage of their environment. aka. Surrounded by mountains? Feel some-what limited? You have a good chance of getting Mountaineer tech (mountain movement), Terraces (limited farming/production), Ca

96 Replies 257,821 Views

well, I like the strategy of FFH (which is like ...99.99% of Civ4 being strategy) ... as far as nation-building goes, Civ 4 is my personal favorite, and the beauty of FFH was A) how varied the nations were (the soul) and B ) how much they were able to stretch the simplified Civ combat system into a decently intricate magic system. (the spice)

63 Replies 121,132 Views

I think its truly a great thing what Stardock is doing, and am more than happy to see it in action with Elemental. I am happy to see a screenshot of Fall From Heaven 2 up there. Its one of my favorite games, truly, and even FFH has many modmods, and modmodmods out there, which add much to gameplay, and some even drastically change the way in which the game is played. I am an avid "multiplayer" type person in games such as this (FFH) ... sadly I must say I haven't played most of these

63 Replies 121,132 Views

yea, a ranking system would be nice ^_^ im not so sure about 5 players of rank 5 vs 1 player of rank 25, but it could serve to help balance team vs team games ;)

4 Replies 4,938 Views

I don't mind if someone decides to field all of one type of unit, but I think it should (usually) limit his tactical choices. Perhaps even strategic choices? Anyway, I would consider it a strategic choice that limits tactical choices. For instance, if your all swordsman, that should limit your tactical choices in some way (well, you will have no ranged and will be some-what vulnerable to flanking ... will probably be sluggish some-what compared to your enemy- assuming its heavy swords

123 Replies 279,667 Views
Reply to Item economy in WOM Ideas

hmm, distilling un-wanted magical items into essence is an interesting idea, but perhaps would deter the dev-team from creating rare weapons that are difficult to find + mediocre weapons that are relatively common to find. Personally I would rather have plenty of hidden magical weapons, with the really good ones being really rare. It would be an advantage to someone that decided to invest valuable resources in dungeon-storming and questing, as opposed to expansion and conquest. if how

6 Replies 6,791 Views

I dunno, I mean, agreeably most of the time I play multiplayer its for competition, but sometimes I just play multiplayer with one or two people to test a new feature, game mechanic, or strategy vs strategy to see if one is some-how superior. Its not because im a hard-core gamer, I just really like the game. What I am trying to say is that if there is a rating sytem, I think there should be areas for un-ranked games, so we don't get critizized for "abusing the system" when one of us h

4 Replies 4,938 Views

Perhaps "exceptionals" as you say, could be a constant 5-10% of your total population (perhaps based upon your level of prestige, or even the amount of power you give to warriors vs merchants, so that a class system that rewards the warrior class will attract better soldier immigrants). With this constant, this also keeps tally of the number of living humanoid units in your armies as well. Therefore, if 5% of your total population is already trained, and they were somehow ALL

123 Replies 279,667 Views

5 is usually a good number, but just whatever allows for strategic decisions. While "mirrored" civics do have a nice simplicity to them, and avoid "super strats" (sometimes) ... I think it would be more interesting if each civic was its own unique approach ... although I totally agree with a mirror effect for something straightforward like Matriarchy vs Patriarchy ... but both are lineage-based nobility upon gender. Is it not possible they are both more similar to each other than aristocracy?

17 Replies 10,540 Views

He isn't really alone, he has his horse :p Well, I was condering that said peasants A) had no armor, B ) were wielding pitchforks or less, and C) did not all of a sudden surround him, but had to use a LARGE radius in order for him to not notice, given speed advantage, and I was also assuming said knight was on an armored horse, had a Lance for charging and a longsword for in-fighting, and that most of the advantage came from large scary horse vs unarmored average joes

123 Replies 279,667 Views

yea, Civics (especially those closely tied to a Sovereigns personal view, like hoarding magic) should have diplomatic penalties ... although I would like to avoid things like unhappiness countries that don't run republic ... instead of feeding unhappy citizens, running a Republic could greatly increase your prestige, which might have the effect of those "unhappy citizens" merely immigrating out of the country. Now, if to stop this effect someone decides to close their borders, there c

17 Replies 10,540 Views

Yea, you would really need an army closer to a million to say, cover 4 squares or something, similar to the Sword of Truth series with Emperor Jagang, the dreamer, and his multitude of forces which literally covered the land-scape as a fast-moving glacier of intolerant humanity. His army was about 2 million, vs the 200,000 or so available to Richard Rahl and friends. Obviously armies of this size are simply mind-boggling and illogical for a post-appocalyptic world, and armies in the R

8 Replies 7,372 Views

[quote who="Tridus" reply="80" id="2425083"] Quoting lwarmonger, reply 79As a caveat to that... all roads should have a maintanence upkeep. Cobbled roads should improve trade and movement better than dirt roads, but all roads should have an upkeep cost to keep them from washing out or going back to the wilderness. The better the road, the higher the upkeep. That should at least reduce unnecessary road spam. That's why we suggested 3 tiers of roads. Tier 1 are

120 Replies 205,597 Views