Definitely. Separate attacks for separate soldiers (even if it happens at the same time, with the same click, due to being one unit) Also, even a minor troop setup/ relocation would be better than 'forced' auto-troop setup. A decent starting distance between armies would also be nice. Ofc, to me the size of a tactical battle-map would depend on how late-game is handled. Will late-game be handled with a chess-style strategy battle con
Tasunke
Well, I'd kind of like having a "Caravan Master/Caravan Guard" ... for a normal caravan its just a citizen, but can be upgraded to larger numbers/better equipment. Then, the Icon for the Caravan Master still looks just like a Caravan, and you order it to a trade route like normal. You can also order a Caravan into a city (also if a Caravan is in one of your cities) to upgrade its caravan master. a non-upgraded caravan master wouldn't change the price of building the caravan ..
You kidding? The market changes every 5 years! xD (or faster) sorry, I thought we were talking about DRM (instead of Marijuana)
The point is that usually extra digital content = lockdown on modding. We will see if Civ V will ever have any useful mods in the coming years. beyond all that, though ... most additional content is for "special pre-order versions" just as a gimmick to scrape in a few pre-orders at the expense of giving them an "unfair advantage" or "paid for" advantage. Same goes for if there is a micro-payment system (like most "free" browser games) At its core
heh, speaking of getting only 1 item (instead of possibly getting all or none) ... that reminds me about NPC likelyhoods. Is it possible to say "NPC(A) has X likelyhood, but will not spawn unless B spawns (so will have X likelihood to spawn if B spawns)" and also "NPC(A) has X likelyhood, but will only spawn if C doesn't spawn (so will have X likelihood to spawn if C doesn't spawn)" basically tying NPC spawns with each other (specific othe
Heh, I've never disagreed with Shields blocking arrows. Bigger shields should add more defense, have a higher arrow block percentage, and a lower melee block percentage. smaller shields should add minimal defense, have a low arrow block percentage, and a relatively high melee block percentage. The "holy grail" of melee parry chances should be short sword/ rapier + buckler imho while the tower shield should be best sh
Yea, having percentage drops would be nice. Also having a triggerable battle either "before" you get the item(s) or simply as a replacement/ bad trigger Heh, It'd be pretty cool if you could make a notable location act like an "epic lair" in FFH ... high chance of random battles and a low chance of a goody drop, and it only disapears once the goody/Item is dropped. Edit: For that matter, a notable location where you can simply visit for ra
..... NOOOOOOOOOO xD next you'll be asking for DLC and constant online activation :p But honestly, the whole point of Elemental: LE was to give genuine product, although you do make a point of the soundtrack. Assuming that the soundtrack is not already available, perhaps it will be released with an expansion. As for a "making of" video ... who is to say? But ... it seems that most Digital Deluxe versions of games have "addi
Anyways, for a unit that is more than one soldier ... the defense should ALWAYS be the same (equal to one soldier), while the number of attacks will go down.
How many RAM GB would a 64-bit OS enable? (or rather, a game designed for 64-bit ...)
Acceptable world -> company of soldiers has a shared HP, single defense stat (equal to defense of 1 soldier), and separate attacks. example: 10 soldiers of 5/2 ... 100 HP, 2 defense, 10 attacks of 5. Perfect World -> company of soldiers have separate HP, single defense stat, and separate attacks example: 10 soldiers of 5/2 ... 10 individual "plates" of 10 HP, 2 defense, and 1 attack of 5 for EACH plate that is alive. Most bas
Yea ... I could see Dragons with a HIGH intelligence, caveat being it has a "Solitary" AI protocol. Of course, you could make the occasional Dragon to raise "fiend armies" like the Arch Demon in Dragon Age ;) Such a dragon would probably be younger "juvenile or newly Mature" and be part of one of the more hot-blooded, powerhungry races (in DnD terms most likely a Red Dragon or Green dragon ... or at the opposite side of the alignment coin a Brass or Copper Drago
I still think that "rare" techs should be gold. Or gold and silver (borders/stripes). Or just have each rare tech with its own wallpapery coloration (perhaps theme-savvy) ... like for a death tech to be black with bone-white decorum, some holy tech to be silver w/ golden borders .. and for some other tech to be deep purple with bright green dots. Or some oblivion tech to be dark brown with blood-red skulls.
[quote who="Luckmann" reply="42" id="2707025"] Quoting Nesrie, reply 40The topic was actually thanking Frogboy.Which we should do every day. Our Frog who art at Stardock, We give thanks for the pleasure Of gathering together for this occasion. We give thanks for these games Prepared by loving hands. We give thanks for betas, The freedom to enjoy it all And all other blessings.[/quote] Muahaha!! xD Shin Megami Frogboy
Eh, the Tiles I was making were too environmental, so I realized I needed border tiles lest they look too static, which means they would be impossible to look good on a random generation. So I'll get back to it at release I think ... but for now I will play Nocturne and continue to think of ideas for an SMT mod
I am so unbelievably excited. I am now confident that the gold version is going to kick some ass! xD I feel even MORE compelled to try for an SMT mod now :)
I would say that MINIMUM each Sovereign should gain 1 essence and 2 HP at EACH level. that would be my baseline for any and all thoughts and suggestions.
The whole point of having a TBS game (strategy map) and an RTS format for tactical battles is for people that like to "think slow" on their economy and "think fast" during battle. That method is certainly more realistic (as realistic as a GAME can get anyways :p ) while Turn Based battles are for those that like more certainty in their battles. I'll admit that turn based battles are FAR better for games with crappy AI, cause it takes a real genius (imho) to make WELL MADE real
eh, I don't just mean Drifa ... I mean Acheron, Abashi, Eurabatres. possible fixes to make Abashi and Eurabatres worth Divine Right would be to either give them Hero promotion or the extra strength the get in other modmods (like Rife) w/ Monstrous Creature promotion. Heh, in early non-released versions of Magister Modmod, the top 2 Dragons could "fly" to any tile in the world as a "full turn" action. Although its really morel like they entered orbit and crashlanded cause it us
Either way, I would beseech that you perfect "how strong" a Dragon is first (and extensively determine its relative utility) ... and THEN determine how easy/hard one is to attain. Rather than the reverse. Some games have Dragons that are "Mid-game" dragons, yet aren't available till the end of the game. (which makes them useless) //a good example is FFH2 Ice Another trap is to make a "holy hand grenade" that is too easily accessible.
as end-game army sizes get tweaked, and questing and balance get worked on ... and all those other little things between now and gold, I have to wonder how strong a Dragon will be. Will they be the same kill-hundreds of peasants strength like we had heard in the beginning? And if that is the case ... I wonder how much stronger faceless "mook" soldiers can get from a simple peasant. Will a Dragon still be much stronger than a unit of 22 elite death knight
hehe, yea the description under Logistics was pretty bad :p That being said, I kinda liked the font under "Warfare."
"you had me" sounds kinda creepy imho. example: "Sigh ... you had me at Hello, Baby. ;) " everytime I see this title I think of phrase "you had me at hello" and its creepin me out xD
Last I heard, the default form of multiplayer will be using balanced maps. Seems pretty sound on the balance to me. (if map imbalance was your primary concern, vs game-play asymmetry)
[quote who="psychoravin" reply="5" id="2703892"]MP will not last at all as when those that do play MP find out how imbalanced it's going to be then nobody is going to want to play it.[/quote] either a troll or never played FFH Edit: Asymmetry in gameplay never stopped Multiplayer from forming ... while map imbalance will be an interesting problem, although basic skirmishes will have balanced maps last I checked.