Um .... r u saying no Elemental for windows XP??? o.O
Tasunke
or regeneration could be under life magic :p ... and nature magic could have things like Tree-skin, or water-breathing, or poison drenched (and poison immune as well). possibly an "earth burrowing" feature, where you can either move through the dirt like a sandworm, or wait hidden in the earth until the enemy arrive like a hydralisk. ... you could have both as two different types of burrowing, although movable burrowing "sand worm variety" would probably be the cooler of the two, even if it h
I like the Ideas of Academies to teach the Royalty about the affairs of the state . I like in Total War how generals/Governors have various stats (influence, popularity, management, command, Elitist vs Populist, loyalty, Piousness) and several of these stats were main stats which were displayed on the interface, while other stats (including ones I didn't mention, like security vs assasinations) were influenced by the above "main stats" and everything came together to effect ho
A unit can consist of 1-10 units at the moment iirc, and I think there was a data value which showed some pretty high possible numbers (probably for mods), although I think it would be safe to bet a single unit could reasonably consist of 50 soldiers.
I'll restate the importance of Morale Endurance Flanking there could be a general/leader specific rally call that increases nearby morale by 50%, with a slow recharge rate (will only go up to 150%, but that extra 50% should have worn off by the time a skill recharges, unless its some superhigh end rally call) also, a larger army on ALL horseback will strike fear into an army of footmen, even if they have specials li
yea ... cities should be more spread out ... but all sorts of villages can be created/ spring between them for resource collection. Make a mining town/slave pit? sure, but you can't make a city over it if there is another nearby for miles and miles. Plus, there is no reason to create a city for raw-material extraction. Cities are places for massive numbers of people to congregate and share their skills, its a place for the refinement of materials (factories), knowledge and learning, a
[quote who="dionisus1122" reply="73" id="2416215"]I've been reading a lot of folks on here talking about battles as if they turn-based. My understanding when I read this stuff awhile ago was that the battles were to be real-time ala Total War series. Has that changed, or am I just crazy and thinking of the wrong game? Total War does a lot of things right for battles in that environment. They've implemented an experience system, terrain bonuses, f
agreed, any reinforcement should cost gold and manpower, wether a slow natural flow (based upon distance from supplies), or immediate retraining in a city. either way, gold and manpower should be automatically deducted .... and perhaps have a slider in the Nation manager screen for how much resources you want to put into reinforcement, and how fast you want it. For instance, you could place the slider at 100% after a large battle, and supply wagons could start transporting men and equ
for Patriarchal, I think military/production bonuses and an *economical* penalty of some sort. I think Theocratic religion should provide Stability and Loyalty bonuses (perhaps better priest units) Organized religion could provide extra Production bonuses and Morale bonuses (less worried about causing offens
Units will usually consist of more than one person. Currently its 10, I hope it grows to as many as 50-100 in a single unit (depending on type of unit). The unit will gain experience as a unit, and you can take it to a city and spend time to *train* new recruits to join units that are low on numbers. Then you have your levelled unit with full numbers again. Hurray for you because your unit survived and was able to pass its own experience onto new recruits. Thats how I envisioned it, a
apparantly its going to be a real time or continuous turn combat system. Maybe this means like a Time Action Battle system, where the "speed" of a character means how many times it can make a turn in relation to other units (I would prefer at least 2 or 3 moves for a mounted character in relation to a foot soldier of equal character/ability ... however I admit the speed of a horse has a bit of a maximum, while certain foot soldiers could potentially reach epic-level charging speed if, for ins
I WANT to micromanage the level-upping of my units ... more fun for me ... and by that I mean MOAR FUN FOR ME!!! YAY!!! I wouldn't mind if levelling up simply gives a slight all around bonus to all stats, kind of like in the total war series (therefore an experience upgrade surpassed a simple armor upgrade, although 2 armor upgrades and a weapon upgrade surpassed an experience upgrade) although if I can be a little more specific in the levelling ... say +2 defense skill or +2 attack s
yea, I'd say different factions could have various terrain and weapon-type bonuses, even magic bonuses ... some could have faster cavalry, (faster horses), or more loyal populations, or be more magically resistant somehow ... but other than magic-based physical properties, I wouldn't want to see any sci-fi like changes to humans in order to make them fit some kind of stereo-type. For instance, I wouldn't want a race/faction of humans to breath underwater, or naturally talk to animals, or be a
I don't see why it would make it more like an RPG ... but it would definitely make it more like Highlander or God vs God ... and I could see Sovereigns (human player at least) trying to slaughter whole armies, and running in at very low odds for survival as long as there was not an imbued hero or a channeler in the enemy army. Get as many lives as you have to to destroy the opposing army. Heh, it would completely change the gameplay, but would really = loss of sovereign/game over in a
1. Civ IV 1. Morrowind 2. Rome: Total War/ Medieval2: Total War 2. Mass Effect 3. Assasin's Creed
If I had modding powers I would probably add a lot more lesser monsters (still not part of the "regular" cannon fodder though) ... and perhaps a few asian factions. I would probably also add a Nature Based religion which worships the great bear demon of the earth .. whose specialties are wood-dryads and bear-riders/bear-knights. Another religion will be a psuedo-immortal religion of hallow librabrians and archivists ... collectors of life and death. They would w
[quote who="LDiCesare" reply="230" id="2415120"]A random chance of not losing the sovereign is pretty bad in my opinion. What happens when this happens to an AI sovereign you want to kill? 60% chance of not killing your target? So you have to try again, and again, and again, until he stops escaping? Looks boring. Makes assassination strategies useless. [/quote] I don't mind the AI escaping if I didn't put much effort in "surrounding" the sovereign, and simply battle him in an eff
Sovereign vs Sovereign battles. An interesting game. The player's only winning move is to ... Anyways, I think Soveriegn should be able to marry 1 other Sovereign to form a permanent alliance. Perhaps same species and different gender is required for this? would be an interesting addition to the permanent alliance concept ... and if one sovereign dies, sure that player dies, but would the surviving sovereign take it all? would the alliance be dissolved? perhaps it depends on the appro
dunno ... I would like to see a 24 hour clock display configured into the interface though. No more playing till the sun comes up without realising it!!! :p
well, I'd certainly like an Undead based Religion, a Draconian based religion, an Earth/Nature based religion, and so on ... I'd like to see limited auxiliary units being used based upon which religion you follow ... and of course for the Undead religion to have hordes of zombies .... heck, it would be cool if you could mod in a Zombie infection mod, start of with 1-3 infection starting points, and play as the Soveriegn in a world undergoing the Zombie appocalypse, just you the person/unit, m
Having mathomancy from erfworld ,... that would be nice. Enter units on side A, enter units on side B ... output approximate Probability (0.79) or percentage chance (79%) of To-Win. This would be based upon the Auto-battle option, which means that each unit is probably built with a default auto-strategy, and if you decide on an MP game to play "all auto" or something, you can adjust ... but if not, most of your opponents will probably be on default ... or even SUBOPTIMAL AI routines on purpos
In that case we may actually get a realistic delay before the AI move their units!!! YAY!!!! In any case, it will be far less annoying than the Automatic battle system of the Civilization series. Sure it will take a lil longer, but its just SO ... MUCH ... BETTER when you can actually control your offense and defense of units instead of sitting there and watching them die (in my opinion).
Good Idea: Painting a sunset
oh ... i'll have several types of units alright. Light Cavalry, Heavy Cavalry, Cavalry Archers, Magical Cavalry, Mounted Heroes, Mounted Royalty (with Bodyguards), and mounted Priests/Fanatics/worshippers of some sort (Dragon Core). In addition, I will have an untrained mob of foot-men with spears to distract them ... when necessary. And, of course, if/when I ever get my hands on a dragon, I will have no more need for footmen (other than defense/garrison) and my true b
NO -based from what I have gathered. I do however like flexible units/soldiers. What I mean by that, is essentially the unit will not be "eternally set in stone" once its created. Im assuming that soldiers won't die of old age (for gameplay reasons) ... so I see older soldier units being able to be "recycled" ... that is, take the units and their experience level, re-train and re-equip them, and reduce their level according to how much new training they ne