[quote who="tejondour" reply="60" id="2675636"] Mind you, I completely agree that at some level, simple aesthetic preference is part of what makes a game feel good or bad. Ironically enough, Sid recently commented that the reason the original Civilization wasn't done on hexes was that when it was released hex-based maps were strongly associated with tabletop war-gaming , which in turn had a reputation for taking five hours to even set up, and longer to play, and he wanted
Tasunke
my argument, of course, is that the straight lines on square grids are more aethetically pleasing. It always annoyed me in Hex maps that while I could move forwards, if I wanted to side-step it was impossible. Or, alternatively, if I was moving to the side, if I wanted to move "directly" forward it was impossible. Squares also have straight lines while going diagonal. AKA squares have 4 straight lines, each one having a 90 degree counterpart. Mea
I like seeing equations for spells (even if its only in the Hergamemnon). But yea, I agree that having the equation on a giant pop-up in middle of screen is a bit of an immersion breaker. rather, have the equation in the other descriptions, and have the pop-up be a more flavorful description. But yea, I want access to that equation through some route. hehe
guess another hour or so
Shards controlling Spells/ Casters Fire Shard-> +5 max mana, +1 attack for all magical damage spells, +1 attack for all casters Water Shard->+5 max mana, +1 magical defense for all casters, +2 HP for all casters Air Shard-> +5 max mana, +1 movement for all casters, +1 combat speed for all casters Earth Shard-> +5 max mana, +1 defense for all casters, +2 HP for all casters Alternatively... Fire Shard-> +1 attack for
Well, I wouldn't call it Fan Fiction .... more like MOD fiction [e digicons]:meow:[/e]
There still the Races of Man ... but maybe the Kingdoms ruled by Queens should be Called Queendoms [e digicons]:omg:[/e] Or we could be all Gypsy and call ourselves Roma ... but I wouldn't want anyone to feel Gypped. "Ba dum dush!"
Perhaps when you have a piece of equipment selected, it shows the positive and negative effects on your Sovereign/Champions's stats in Blue and Red numbers. Then if you click buy, you can also click "equip now".
Aye, I'd hope that at least stack size be moddable (which I'm sure it is) ... but what I am more interested in is Scaling battle maps to army size. With the bigger the army resulting in larger battle maps.
This is how I see it going down ... Horse: +3 movement, +2 combat speed, -2 bow attack Horse with Saddle: +4 movement, +3 combat speed, -1 bow attack Horse with Saddle and Stirrup: +4 movement, +4 combat speed, +1 attack Units with a Horse should be able to buy a Saddle, and units with Horse and Saddle should be able to buy Stirrups. As well, Saddle and Stirrups should be *special equipment* like a seige ram, but for Horse
For the record, I hope there is NOT a limit on stack size. Tactical Battles ^ ^- this is why Speaking of which, I wonder how easily real time (or continuous turn) battles can be modded in ....
heh, nice. I think there should be a Sadles tech and a Stirrups tech. Sadles tech adds + 1 movement and +1 combat speed (requires a horse) Stirrups add +1 attack and some extra bonus for Archery (requires a horse and saddle) Alternatively, riding a horse without Stirrups could give you -20% attack, and with stirrups +40% attack (for a net of +20% attack) aka, horse gives you -20% attack and stirrups gives you +40% attack (a
[quote who="Frogboy" reply="6" id="2663988"]Ranged units have a 2 tile attack radius. Melee 1 tile. (on strategic map). We're listening to see if people want this or not, we're currently neutral on whether all units on the strategic map should only get 1 tile.[/quote] I feel that Melee units should have a 0 tile attack radius, and Ranged units should have a 1 tile attack radius.** However, I guess I could see archers in a Fortress (or city) having a 2 tile attack ra
Heh. I'll use a city argument. Currently a single game tile can hold 4 buildings. How can you make that happen with Hexagons? answer-> a more organic and less controlled interface. I am assuming that either its harder to do or harder for the AI to understand ... but I'm starting to believe that the ACTUAL reason we use square tiles is because we think right angles look cleaner ;) and that cleanliness leads us to THINK its better, leads to more straigh
heh, I could do with some better stability/ playability/ balance. If this is stable enough, I might not upgrade to the Tactical battles till they are patched for Stability too! [e digicons]:thumbsup:[/e]
[quote who="kyogre12" reply="13" id="2673535"] Quoting Murteas, reply 11 Quoting kyogre12, reply 10 Gahh! There is no "s" on the end of anyway. Someone please tell Brad about this (sorry, but my English teacher taught be well) . You do know that every time you criticize someone's grammar on the internet, you make at least as many mistakes in your own post. Yes. But that's not grammar, that's using
Thought it might could use a bump, now that we have more beta testers, etc.
Creating a Phantom [creature] If something turns into a Phantom (a spirit form of itself) any base attack from its body is transformed into non-elemental magical attack. AKA, if it was teeth and claws. All basic stats are the same. Any essence/ casting ability is still there. Its undead so its immune to death and poison damage. Its a basic ghost type creature so its 90% resistant to physical damage and 50% weak to magical damage.* *all da
[default] Skeleton 5 HP 3 attack 2 defense [default] Zombie 15 HP 3 attack (2 physical attack, 1 poison attack) 1 defense 50% life-drain 50% weakness to Fire Skeletal [creature] -20% HP +1 defense Zombified [creature] +20% HP +1 poison attack/damage -1 defense +50% Weakness to Fire Being Unde
@ Will, yea I notice the Egyptian Vibe with the Protoss. .... how much u wanna bet the Original STARGATE movie (1994) influenced the final Concept Design of the Protoss? xD
Heh, I really like that you now have an AI for generating Maps. It sounds ... adventurous and amazing. Will people be able to modify their own Map-generating AI relatively easily?? :)
I know there will be a lot of variety, but how about dividing certain things into basic brackets? 1. Wild Animals 2. Dire Animals 3. Lesser Lair 4. Heavy Lair </spa
Yes, I think I PREFER an "X has been built in X" (for both units and buildings). It can save a lot of "wasted production time" imho for the non micromanager.
Square tiles have MOAR straight lines, which makes movement simpler. I prefer it on maps where I can have a huge army on only one tile. Hex maps, imho, are better for 1 unit/ per tile circumstances. ^ ^ ^ which is why I feel the Tactical Battles should use Hex Maps :)
Okay, here is an idea, perhaps more classical RP-ish, dunno. Anyways, give it a read. Disclaimer: This is not including or looking at the ability trees (for skills and such) as they are not yet implemented. So it will just look at stats. At each level up, HP will increase at 20% of constitution, and Essence will increase at 10% of Intelligence. Also, you get 2 ability points to add to your attributes. An attribute point costs 1 ability point, so you can raise an