Sean, I approve of you testing your own theories in a mod ... I meant DLing other peoples mods ;) I'll download your mods after launch though :p Edit: Or in a couple weeks ... just depends on when the next version arrives ;)
Tasunke
[quote who="Heavenfall" reply="2" id="3107898"] people don't forget everything around them just because the world ends..[/quote] [spoiler] people out in the countryside would (even before cataclysm) need to be largely self sustaining. I know of one person out in the country that knows how to forge 'basic' steel and make 'basic' penicillin. I think that some of the more rudimentary knowledge ... things that were 'major breakthroughs
[quote who="Das123" reply="15" id="3107912"] I'm purposely not applying mods to the beta yet because I don't want to cloud my thoughts and want to give meaningful feedback.[/quote] same
Market square -> increases growth and gildar Inn -> increases growth Apothecary -> available potions from shop/ more shop potions Alchemy Lab -> require Apothecary, adds advanced potions of a more magical variety, slight research increase Trade House -> increases gildar Library -> increases research, books available in the shop (increase of power and variety as tower levels up) City Walls -> same as Stone walls but 1 city le
Cities gain specializations at City level up. First two level ups are more important for specialization, after that its mostly about neat toys. First lets start with the generics (regardless of path) level 1: Garden, Workshop, Lumber-mill, early game national wonders level 2: Watermill, Early game World Wonders level 3: Docks, Blacksmith level 4 (at level up) -> Famous specialization pick level 4 -> some late
I would agree that the dog is almost never useful.
Or perhaps such militia boosting abilities are only allowed via the Fort/Castle type of city. (will be posting a Diverging City Paths thread in the potentially near future)
I also think the Governor path should enable alternative forms of Experience gain (other than combat)
True. I guess it will come down to how many tiers of weapons we have. Will we have Crude -> Basic -> Excellent -> Masterwork? In that case Blacksmiths should unlock Basic and Specialty smiths should unlock Excellent instead of masterwork.
'Trait Trees' For Champions would be nice. A lot of ways to handle it, but even just a definitive tree would be nice. If random though, I think 'rough trait trees' based upon probability should probably be located in the Hiergamemnon. It's hard to say really. Just allow some picks to unlock new picks while blocking some old picks. (Like the Paths progression that Sean has been arguing for, for some time)
Populous/ Social Order: 1. citizens consume 0.5 food (instead of 1 food). 2. -25% population based resources (gold, research, production, etc) 3. City levels require 50% more population. 4. All cities get +1 growth (If it also happens to give a similar effect to endless horde, could possibly replace that trait. Depends)
[quote who="Malsqueek" reply="12" id="3107768"] but keep them from being the sole necessary defenders of a city.[/quote] I wouldn't mind a level 4 city from having an excellent militia force, as long as the city deserves it. Of course, a 'stack of doom' would always defeat even the best militia ... however expeditionary forces, lightly armored blitz forces would likely not be successful. ---------------------------------- You wouldn't be ab
[quote who="Andrew Meronek" reply="10" id="3107752"] Then, perhaps once a blacksmith is built, militia get to use iron-based equipment, for example?[/quote] Yes, I think that would be a good idea. Blacksmith -> Metal Weapons and Armor Armorsmith -> Masterwork Armor Weaponssmith -> Masterwork Weapons (or some rough equivalent) However, legendary equipment and magical equipment ... I am less sure about.
I think Scaths could easily be turned into a type of fire lizard if need be. However, assuming Scaths are to remain aquatic, they could be the 'specialized mount' for the other two fallen races (or could still be for all fallen races if Spider/Firelizard/Umberdroth is shot down) I could see the Urxen (as a highly populous, socially ordered nation), having some sort of "Imperial" leader along some sort of Confucian-esque lines (within their
[quote who="Andrew Meronek" reply="6" id="3107677"]Do militia units which happen to equip stuff which would normall require iron or crystal end up pulling that resource from the resource pool?[/quote] I would prefer for militia to be a viable defense tactic, not a drain on resources. Arguably if one militia unit dies, the same equipment could be used for the next round of militia. Therefore I think what they are equipped with should be based/limited on the buildings in the cit
As far as colors go, having interesting "domains" for each Faction would be nice (but not necessary). Domain Ideas: Resolyn -> Twisted leafless trees, purple energies, blackened earth with the occasional Graveyard/Necropolis, and perhaps some skeletons here or there. Yithril -> green lands like the kingdoms, but littered with blood and
I think units without an attack rating should be considered 'non combatants' and unable to participate in tactical battles. The AI should be aware of this, and 'combat initiations' with one side having no attack ... should create an 'auto-win' for the opposing team. (no losses, no mana spent)
[quote who="seanw3" reply="5" id="3107689"]Hope they tweak some of the lair switches in the next beta.[/quote] Sounds good. Open wilderness turning into a monster den should be more of a common occurrence, not a rare oddity. That, and monsters should guard their lairs more consistently ... and the AI should pick up the goodies they "earn"** **I believe this later part is already 'fixed' from what we know ... however I am fa
[quote who="Sanati" reply="114" id="3107637"] To try and use what we have though, I'd like to see maybe Kraxis using a lot of spider related stuff. Different levels of spiders to be trained along their tech tree, spider mounts instead of horses/worgs, and a lot of poisoning options for the units ... Probably even farther from established lore, but I'd like to see Magnar dealing with a lot more fire. Give them a scorched terrain with lava and volcanoes, add fire
I like the percentage idea of wither :) (might make wither more useful against 'strong' and 'leveled' units as well :))
[quote who="Heavenfall" reply="4" id="3106936"]THAT'S A LOT OF SPAM[/quote] [e digicons]:rofl:[/e]
For each faction -> 1 equipment piece and 1 building OR 2 equipment pieces OR 2 buildings (depends on the faction. For instance Magnar, Capitar, (gilden?) and Kraxis would get 2 buildings, while Trogs or Tarth would get 2 equipment pieces.) -> 2 or 3 powerful (and multipurpose) faction traits. Example: Resolyn Wraith Blade/ Vampiric Blade -> An equipment for troops to 'leech life' via melee combat. <
I think cities with a blacksmith should equip their militia with the best available mundane armor and mundane weaponry. While cities with an Armor-smith and a Weapons-smith should give militia *best* available armor and weapons respectively. (militia is supposed to be significant after all) --> Without a blacksmith should be a tier or 2 below the best ... for instance leather armor if chain is available, and chain if plate is available.