It would be nice to be able to choose the primary and secondary clothing colours for each trained unit design along with the colour of their metal. Would allow us to make more unique looking units or just to pick out special units with a splash of colour
xStarfirex
I also agree with and support the ideas in this thread, but would like to reinforce that currently the outposts are too easy to spam. We need more cost involved in either setting up outposts (training settlers) or in outpost upkeep (gold or prestige) edit: can settlers currently set up outposts even if monsters/enemy units are located within the desired outposts zoc? I think you should only be able to set up an outpost if you have a 5x5 area clear of hostile mobs.
Ah I see, didn't know that prestige was split like that. So the choice is lots of slow growing cities or a few fast growing ones. Do outposts use up prestige? With that all explained I can see that the current economic system works fine as it is. I would still like to see more upfront costs to makeing units and would like population to be considered as a resource but thats just a personal opinion and is neither here nor there. For the record am I not the sort of person who
I guess I was confused by the fact it says "total labour required" to me this suggests population is involved. I would rather the tooltip said "production required" as this would be much clearer. Even so my earlier feelings still stand. Production is just a number we must reach in order to build things but there is no real cost in building something. Do you not feel that it would be a more satisfying system if we keep production working as it is here (but changed the tooltip) then had
I agree as I am always popping in to the city details screen just to check this.
Ok so I understand most the costs from training a unit but I am not sure I fully understand one requirement. Training a unit requires 1) gold per turn after it is created (wage) 2) Time and opportunity cost as it takes turns to build based on your production in the city 3) Special rescources or techs (a unit might need horses or metal in order to be created) 4)?????? this is the part I don't understand, when creating a unit it says I need a certain
[quote who="emmagine" reply="135" id="3065812"]it isn't levels. It's too easy to get gear. Buy it in a town, or go raid the random spawn unprotected huts. I'm going to continue to compare to mom, because it worked there. So here it is. In mom, you didn't get very good gear from anything you didn't have to fight for. your one lone hero couldn't solo a goodie hut that had more than mana
One complaint I have seen about the tech trees atm is that alot of players feel like they end up picking the same techs every game with little thought (early on at least). I have a suggestion that would allow for some interesting choices yet keep the same basic structure for the tech trees. What if once a tech was unlocked you had the option of doing some further research to unlock a specialisation for that tech. For example after unlocking mining I could spend 5 more seasons doing re
I support this, bugs me when I forget which buildings are which.
I agree with... " placing them is quite fun until you realise that it doesn't make any difference" they should take the new tile logic used when founding a city and expand it to the buildings as well. ps: would also like to see a tooltip telling me what building is what from a mouseover on the world map.
An idea for how hero defeat should work. What about a system like mount and blade where defeated heroes result in one of three outcomes 1) The hero was just knocked out. They will need to recover but there is no status impairment. 2) The hero was injured. Here you would have the various staus effects already seen in the beta as it is. 3) The hero is killed. A new party stat could be added which alters the percentage chance of these outcomes, this would
same and I am using firefox 4.0
I really like what I see. The monsters on show here all look really good. I shall be interested to see how much everything is changeing as you release more info. Should i read much into the use of the word "prone" in that video. you make it sound like lightly armored characters are more likely to get knocked down, could be an interesting mechanic. Also the comment about the flameing sword suggests you have added elemental resistances, that alone will open up a world of possibilitys :) keep up
I can respect what you say about dungeons here derek. I do think you should give modders a way of linking tactical battle maps together so they can make their own "dungeons" however, even if you yourselves are not going to use the feature. Seeing as how you have been kind enough to share an insight into how you view looking at the design process, can I be so bold as to display how my thought process would track wit
Really enjoying the ACP pack so far. I was thinking about doing some reskinning this weekend so if I produce anything good I shall post it here and you can use it if you like. Also my personal feeling is some of the tiles being used in the mod currently for quests could use an updade. Oddrheia your tiles are always stunning so perhaps you might want to look at some of the existing tiles and see if there are any you feel you could adjust a bit.
It's getting late over here and I am still waiting on brad to come and tuck me in. lazy devs.... #Yawn#
[quote]Also, once I get version 1.0 out (hopefully in a couple days), it will include Artifact, so one less download.[/quote] That will be good. Anything to make my mod folder easier to manage. Just starting a new game with ACP, looking at the pics in the thread the new skeleton model looks great.
[quote who="Heavenfall" reply="6" id="2868430"]But... we fixed the skeletons recently! The new model really bugs you? It's awesome![/quote] Your kidding? I havn't read that thread for a while. Last time I looked you guys were searching in vain for a decent model. Sweet i ask forgiveness and excuse me while I go download it again. [e digicons]:pout:[/e]
Trying this now and bumping because it took me ages to find :) thx heavenfall
Mods I use and recommend are... Updated Weapons Murteas' Grimoire Expanded Factions Artifact Mod AItweeek ..... I would use Adventure Content Pack but the way the skeles look bugs me :)
i cast a vote for this.
Consider this post me making a fuss about this if thats what is needed. Like sethai says this really would make a huge difference and it is a recurring request on the forums with many new players counfused as to why it isn't possible and if they have missed something. If intuitively people expect a feature and are suprised by its absense it would seem like a good idea to add it in most cases.
[quote who="Rune_74" reply="55" id="2866326"]I'm not sure why you are all so confused...they are releasing the enchantress as a stand alone expansion. They will continue to update war of magic with advancements they make for the enchantress to a point. And you get that expansion for free if you bought it before christmass...so...no one is asking for your "money". The game is not going in the dustbin, since it is an expansion of the original. I'm willin
[quote]I think you guys miss the point If the classify it as a second game and never make an expansion for War of Magic that means the sales pitch they gave everyoen in December that if you guy the game before the end of the year you get the first expansion free has been null envoid and you get nothing for free.[/quote] I think you are the only one here that is worried about that as it is deffo not the case. [quote]I think what people are questioning is the fact tha
[quote]To xStarfirex: I don't know, I feel like small things such as this are in a big way responsible for the lack of immersion. These are the reasons the game feels like a game, not like a fantasy world that you expand your kingdom in.[/quote] Like I said I do agree with you to a certain extent. I would agree wholeheartedly if you could provide an example of a lore friendly system they could implement instead. I think they do badly need to bring the game world alive and I