Tasunke

Tasunke

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

Yep ... so Murder (or Domestic Killing and Assassinations) is against the Hebrew law, while open Warfare is not against the Hebrew law. Of course, in a modern world where enemies are not on equivalent terms, it would be fair to say that all (or most) modern killing is in fact murder.

248 Replies 893,817 Views

Definitely something like this (what Tridus posted) of course ... we are all basically saying the same thing now (it would seem) and also, each of us has their own caveat. I , for instance, feel that Overland Movement and Battle Movement need to be different. (even as we agree on Attack Speed)

274 Replies 393,836 Views

Again, I think the main purpose veiled behind my secondary suggestion is to remove an undue advantage in the realms of Knowledge and Arcane from Larger empires. Therefore, if your goal was only for lots of gold and massive army size, having many cities is the way to go, yet if you wanted simply Research and Arcane abilitiy ... you would focus on just one or two cities. Another person had a suggestion where all Factions need to pick a "Primary" city for Res

18 Replies 14,188 Views

I especially like this ... because you can't just blow past a gap in enemy lines like it was nothing. In fact, I would almost want to make moving OUT of Zone of Control be the most expensive option movement wise. Make it so that Heavily Armored basic soldiers CANNOT break from combat (essentially).

4 Replies 6,523 Views

@ Wylaryzel ... your proposal is more balance(able), and I would propose the following Changes. Default free cities is 2. Your third city would reduce Arcane Knowledge and Research by 15%, 4th City by 30% total ... etc building a Palace gives +1 free city Refined Administration gives +1 free city there are still techs that decrease total Army maintenance (by 10% each) captured cities still start @ 0 influence and take a lon

18 Replies 14,188 Views

Larger Empires have a Linear or Exponential advantage. I wish to make it more like a root curve ... where science and arcane knowledge proportionally lower, and the Big Empire's strength is mainly in Gold and Population.

18 Replies 14,188 Views

Cities (should) Cost Maintenance ... it increases at N for each new city (so 5 cities would cost 15 maintenance// 1 + 2 + 3 + 4 + 5) captured cities should cost double maintanence ... so if you have 2 cities and 3 captured cities it would go like ... (1 + 2 + 6 + 8 + 10) or 27 maintenance these captured Cities should also start with 0 Influence and take a LOT of time to expand influence (say 5 turns per 1 tile radius) Then you could have a "Grand Palace" which

18 Replies 14,188 Views

Cities Cost Maintenance ... it increases at N for each new city (so 5 cities would cost 15 maintenance// 1 + 2 + 3 + 4 + 5) captured cities should cost double maintanence ... so if you have 2 cities and 3 captured cities it would go like ... (1 + 2 + 6 + 8 + 10) or 27 maintenance these captured Cities should also start with 0 Influence and take a LOT of time to expand influence (say 5 turns per 1 tile radius) Then you could have a "Grand Palace" which costs 50%

37 Replies 32,004 Views

Horses should also increase the cost of a unit by gold, and increase its gold wage too (probably by +0.1)

9 Replies 6,907 Views

Aye ... I am a proponent of many, many possible quests ... yet certainly reducing clutter and increasing variety would be nice. Have like just 1 Inn per every "city block" ... or 5x5 tiles (at minimum), while having a variety of other quest locations within as well ... but never closer than 2 tiles away from an Inn or City. Of course, it would be cool if a quest started "inside" a city, and you

30 Replies 32,113 Views

Yea, basically alternate Weapons Tech (70%) with Adventure Tech (30%) .... and once your influence covers some Lost Libraries or Gold Mines dip into the Civilization tech a couple times.

4 Replies 5,089 Views

The point is to make the mobile forces (first attackers) ... not saying that they can't be attacked but simply not on their turn. Of you disagree, that is fine. Of course ... being immune to counter attack could simply be a special passive ability that a mounted champion could learn on level up. Now, with Spear units, due to the long range ... I could see them counter attacking BEFORE the mounted unit attacks, but only if the mounted unit is not using a Spear or

9 Replies 6,907 Views

[quote who="GoaGalneGbilski" reply="91" id="2686618"]Why we have AP, and how it used at its best: AP is a way of measuring how much time we would have to do an action, and is a way for units with different general speed to not act the same. One common tactics method is for everyone to have 1 attack, but different move speeds, yet AP makes this much more different, because attacks can take varying amounts of time to do. The whole thing is iffy because we have a thing called turns. A

274 Replies 393,836 Views

Well, when you load a Save, the menu disappears and the background moves while its loading ... (default) currently, once the menu disappears, if the background freezes you know its (actually Working!) .... cause if it keeps moving then that means your load has failed. And it will just sit there perpetually background scrolling, and it sometimes takes a lot of effort to stop the program (and sometimes its easy to stop the program) ... but either way, you have to complete

59 Replies 39,217 Views

Heh. Be Sephiroth, Tech Weapons techs ... Either Ranged Weapons or Cutting Weapons. Buy a Weapon for Sephiroth (preferably Short Bow). Go on quests, kill things easily ... By a Shadow Warg for Sephiroth. Eventually buy a Claymore for Sephiroth. equip other Champions/ Units with Shortbows. If possible equip them with Horses or Ice Wargs. keep adventuring With Sephiroth and accompany him with any Warg-Archer Champions you have. Keep Short-B

4 Replies 5,089 Views

By quest location I didn't just mean how far apart Inns are. Inns should be at least 5 - 10 tiles apart. No, I mean the Ruined Fortress shouldn't be 1 tile away from the Inn, and the Terrorized Village should be isolated, and the wolf infested forest should spawn on a forest tile. Oh ... and the Mystical Temple of XiauDun that is far away should be friggen FAR AWAY :p (like half the map)

28 Replies 96,807 Views

Well, I'd just like to point out that Randomly Stumbling across a Den of Spiders, and fighting them to get the armor ... best quest so far.

42 Replies 100,352 Views

Just from current stats and things ... Slag = 200 HP, 15 attack, 5 defense Dragon = 200 HP, 40 attack, 15 defense + 50% spell resistance, +50% magical damage resistance, +Knockback attacks via Wings (wind based), + Knockback attacks via tail, (+ flying ofc, + firebreathing ofc) or well, there will probably be different types of dragons, so this would just be one type I guess :p

18 Replies 6,031 Views

Max Z would be interesting. Could separate the Appalachia from the Rockies from the Himalaya. Could also lead to some lush watershed farmland being far up in a mountain range, thus a higher Z than some peaks towards the bottom of the mountain range.

18 Replies 6,031 Views

Yea ... an addition somewhere down the line where you are able to explore your own city (within a turn) and pick up quests or intel from the townsfolk. This could be done relatively simply or very complex. For instance of simple ... you have an overhead view of the city with certain Buildings highlighted ... you can click on a building to open a selection of dialogue trees, and talk to that person. Etc.

16 Replies 12,953 Views

Basically, each unit would have a Certain number of Action Points. Each time you select an action, the UI tells you how many action points its gonna use. for the most part I should think casting a spell would use all your action points ... unless you were wearing Robes of Concentration or something. Each magicy Mystic or Concentration item could make Casting spells cost less action points (by increasing the denominator) While attac

274 Replies 393,836 Views