[quote]One: does this game have seasons, if not then year = x turns doesn't matter there. If so and I have deduced this is a game like Civ or MoO then it would strike me as a 2 or even a 4 turn season really is to short to appreciate the tactitcal and strategic properties of a winter or summer season.[/quote] This is the key point I think. Seasons really need to matter if they are going to go in at all. Fighting in the winter should have more casulties, maybe even force
strager
I still say 1 turn should be 1 month - its the best of both worlds. More realistic (less abstract), while not so slow (as in 1 turn = 1 day) as to make things take forever.
What about simply calling them "Coins".... If you gotta go ficticious, what about "Quell" (as in "That hat costs 30 Quell") [quote who="Circumstantial" reply="220" id="2583834"]Alright. Its time to end this. Brad needs a name for the damned book, and it is our duty to deliver a name for the book. As far as the game goes, my vote goes for a custom name. What you choose for currency will be displayed as the string for currency in every situation
Blizzard is such a sad story.... They used to be one of THE best game designers.... than they started getting greedy, and stopped listening to their fans.... Now everything they touch turns to s....well it goes sour... It started earlier, but when WoW came along, they just decided to tell their fans to go to hell... they completly stopped listening and just put out what they feel like now. They promise their fans one thing, and than give them something completly different and watered
Air is overrated.... All the cool people are breathing methane these days
Discalimer: Below is my personal opinions- they are in no way meant to disrespect StarDock or GalCiv. Space Empires 4 was the closeest to being a succesor to Moo2, but it fell short in a few ways. SE5 succeded in many of those ways, but failed in others (horrible UI, and a few killer bugs, and poor AI).... As for GalCiv, I have tried, and tried, and tried to get into them, but never could (Sorry Frogboy - I really wanted to love it :( ). Theres just something la
You've got it pretty close. In my version, you can't build Wild stables unless there is already a herd there- - this way there is a limit on how many mounts you can have (based on the number of cities you have). This would prevent 3 things- #1- players making stables in obsure places to "hide" their herds and always have access to mounts, #2- it would keep a reasonable cap on the total number of mounts you could have (preventing a player from ammasing a huge stockpile that would give them nea
Unless I missed it too there is nothing to download yet. Once they allow you in (we are assuming thursday, but it could technicaly be any time next week (really hoping earlier :)) they will charge you than you will need to quit Impulse and re-open it for it to appear (based on my friends (whos already in the beta) experience)
I did a lot of thinking on this one last night.... read through the entire D&D manual "Open Grave" which is all about different kinds of Undead (D&D manuals always make for good research material on this kind of thing).... I still think it would be difficult, but it would be doable. Essentially you would have to make the Undead have a 0 birth rate. The only way to gain population is to kill things. This would give you Zombie units that can be taken back to a city, and disbande
I disagree completly that each race should have its own tech. If this game was more "traditional fantasy" where the kingomds already were strongly established than it would make sense. But your pretty much starting from scratch. Each faction should have the same basic starting tech tree (or one of of just a few to reflect differences in culture). This should than be modified by a number of factors. Some are rando
Interesting thought... Mechanical traps would need to be set well ahead of time, but magical ones might be able to be created "on the fly". This would certainly add an interesting dynamic to battles.
Tiavals - I read your post and while you do make some good points, I think you are over over-analyzing it. The system really isn't that complex..... Certainly not at Moo3 levels. In fact, it's barely more complex than the Moo2 model (imo) Cities have population.... that population can be 100% Human, or have a mixture of various races. With simple migration policies in each city you can control what races come and go. This actually simplifies things because you don't have to manually p
So for those of you waiting anxiously for Beta 5, what are you planning to mod in first? After that? Personally I am going to start with a simple mod of adding a few factions to the game.... the fist one I am going to work on is in honor of Frogboy. May I introduce the Fallen Empire of Ribbet : The Empire Of Ribbet (Often called "Croakers" in the common tounge): <img src="http://t1.gstatic.com/images?q=tbn:
awww you mean no acheivements? :( Sorry couldn't resist....GFLW could be great if it wasn't so obtrusive....
I'd recommend pre-ordering this week so you can get in on the beta next week at the next opening. It does have some AoW likeness, although it is pretty different in a number of ways. I'm hoping they take a few more AoW ideas myself because they were phenominal games.`
[quote who="Tasunke" reply="14" id="2583010"]but see, those 20 horses are in your stables ... the distance is only abstracted. Yes, I know it makes for Linear birth rates among livestock ... but I think I'm ok with that in order to lessen the impact of getting such a resource early (linear benefit vs being able to rapidly expand your horse production) rapidly expand seems like something Zerg should be doing ... not a herd of horses.[/quote] Well if
Actually thats out of date - They are opening it up next week for Beta 1Z since Beta 2 got delayed a little bit.
Ok but think about this...if you have 20 horses, wouldn't it make sense that instead of using them for mounted cavalry, that you would let them breed and make more horses so down the line you could have lots of mounted cavalry, instead of just a few?
Well much of western fantasy is based on Greek Mythology. I chose 2 in my list that were well known, and one that was not so as to give people some ideas. I've never actually seen a Ophiotaurus like creature in a game, but it would fit right in and would seem pretty original. Gorgons have made a few appearances (They made it into Castlevania kinda) but are not very common... Cerburus is all over the place, and a recognizable creature that might make people feel more at home.
Below are just a few creatures from mythology that I would love see make an appearance in the game... The Ophiotaurus- From Greek Litature - Part Bull, Part Serpant http://en.wikipedia.org/wiki/Ophiotaurus Otherus and Cerbeurus- Giant 2 headed and 3 headed dogs http://en.wikipedia.org/wiki/Orthrus http://en.wikipedia.org/wiki/Cerberus Gorgon (Medusa) - Creatures with snakes for hair who can turn you t
What is FFH? Thats not a bad thought - but maybe an enhanced bonus for all troops in the army having the terrain bonus. (for example if they move 10% faster normally, if all units have it than they have a 12% increase)
I didn't really the like way Civ-4 handled horses... this is similar to what was proposed above. In Civ if an enemy takes out your horse resource (which may be far from your cities) you suddenly can't make more horsemen. Once you catch an animal, you should be able to breed them in your cities. Perhaps a bit of both worlds? If you consume a pioneer you can create a "stable" on the actual tile, which would then allow you to build a city Stable for that animal. Once you have them in you
Tormy - The point of posts like this is for discussion amongst each other to hopefully come up with some good ideas for the developers to use in the core game. Of course stuff like this can be modded in down the road - we are discussing ways of improving the core game. Myles- What do you think of the actual system I proposed? Having to first find the mount, than research it... One of the things I always hate about some strategy games is X faction
So I've been reading through various posts, and I came up with a great idea (imo) for mounts..... There should be multiple types of mountable animals you can train for your units in the game. From the basic (Horses, Wolves, etc.) to the more exotic (Giant Snakes, Wurms, Mammoths). In order to obtain these mounts several things must happen first. You must first reasearch a basic "Animal Riding" technology. This technology only appears if you know about the exista
Undead might be real hard to mod into the game.... What do they use as a population unit? Skeletons? Zombies? How do they recruit higher end undead? It's tough to turn a Skeleton into a Wraith by just changing it's equipment....