A few more not so game shattering spells :P Spell Name: Voiced Opposition Tactical or Strategic Arcane Knowledge: 15 Mana required to cast: 8 no shard Effect : Target caster can not cast spells for X turns; X equal to the number of spells already cast on your side during the battle (or during your turn, if
OutlawDR
I've seen very few straight damage spells suggested really. Most have a unique twist or flavorful feel to it, which is just as important than a novel game mechanic.
[quote who="Raven X" reply="260" id="2668974"] I'm sure whether it's a 400 vs 400 based system or a 10,000 vs 10,000 system whatever Stardock puts out is going to be fun. It wouldn't be there if it wasn't. Aside from wanting to add more soldiers to get a more "Epic" feel though, I have other questions based on why was this number chosen. Like: Is it 400 vs 400 because adding anything more then that bogs down the system? Does adding higher numbers then that cause sys
Calm down guys. Its still in beta, anything and everything can change drastically at this point. The beta is not even suppose to be fun yet. Wait until the tactical combat is released into the beta before claiming the end of the world about it.
I took that high rez pic and with PS, counted and marked each unit. The number of individual soldiers (even the dead ones) on that screenshot is actually very close to 550...with around 400 of those on the empire side (the side the dragon is killing). I assume there are more kingdom soldiers behind the hill. Assuming equal sides, this would be around a 400v400 battle. I think you can't compare this to the total war games. You can easily get 400 soldiers with simply 4-5 units in
double post
A few more Spell Name: Timed Retreat Tactical Arcane Knowledge: 20 Mana required to cast: 20 none All remaining units return to the tiles they were at when the tactical battle started. Spell Book: Combat A big spell that bails you out of a bad situation <
Spell Name: Visceral Pain Tactical Arcane Knowledge: 15 Mana required to cast: 8 none Does INT/3 of "bio" damage and the unit loses a turn Spell Book: Ruin Note: Targets a unit. Causes so much internal pain that they can no longer function. Spell Name: Control Mind Tactical
[quote]A spell needs the following items: Spell Name Is it Strategic or Tactical? Arcane Knowledge required to acquire Mana required to cast Does it require any shards to be controlled? Spell Effect What Spell Book would it be part of? Notes[/quote] Spell Name: Pacify Tactical <
[quote]A spell needs the following items: Spell Name Is it Strategic or Tactical? Arcane Knowledge required to acquire Mana required to cast Does it require any shards to be controlled? Spell Effect What Spell Book would it be part of? Notes[/quote] Spell Name: Dragonform Tactical (and Strategic?) Arcane Knowled
[quote who="Raven X" reply="228" id="2668340"] Note: That screen shot with the two armies (one with a Dragon) does seem to look like it has more then 800 units on screen. I didn't count them all to make sure though, someone else can count all those troops if they want though. I won't argue that the screen shot doesn't look cool, it does.[/quote] I remember a while back someone had counted each individual solider (plus ogres and dragon) and it came out to be somewhere around
I'd like to see the shards give more bonuses to elemental specific minor and tactical spells. For example, 1) Fire bolt's damage = ( INT+(# of fire shards x5) ) /2. Having 20 Int and 1 fire shard equals 12.5 damage. Having no fire shards equals 10 damage. A solid and modest increase, but it gives players more of an incentive to acq
[quote who="Ashbery76" reply="25" id="2665203"]How does one know it is like crack unless.....[/quote] ...unless one has played everquest. For shame. But hell, I put more hours (lots and lots and lots of hours) using spore's creation tools then I did in the actual game (which kinda sucked). I can easily see myself spending unhealthy amounts of hours making stuff with these tools.
I think this thread is broken..bleegh
[quote]Interesting Choices. Being forced to spend essence to build a city is not a choice interesting or not. I’m inclined to find some other use to revive land rather than forcing users to use it to effectively build a town. That is, we’d let the player build cities on the foresaken land. That’s a pretty big game change but when you add the new game behavior that the sovereign can only found their kingdom (after that, only pioneers can bui
In WOW (yes a wow comparison) something is currently wrong with how you spend talents points, and Blizzard even thinks so. Certain talents are not fun to spend points on, but they are too important not to put points in. In cataclysm, blizzard changed it so that certain talents are now passively gained. In other words putting points into the Druid's feral tree automatically increases your bear form's armor by 2% increments. This way a the Druid player is free to spend points on talents that ar
Yeah that also. If the quest hubs are going to be temporary, have it make sense for it to go away once you complete it. Right now these inns are real immersion killers IMHO.
How about for each horse resource tile you have, the faster you can build stables and horse mounted units. They'll act like a granary type building giving you a percentage bonus for faster build/recruit times. Something like 50% faster for each horse resource you control or trade for. Maybe through either a magic spell or civilization tech allow players to retool a fertile land tile into a horse resource tile (and vice versa). Players have the option to either feed their peopl
Hey, just telling you what I think, and I know I'm not alone in this. I so far like the game, but I not going to fanboi out and like everything just because. Calling out a discrepancy isn't being cynical.
It also cheapens the role of the you, the player...the channeler..the sovereign that will fix everything. Inns and damsels in distress make it feel like the world is already on its way back...and not something you are spurring. I don't mind too much the concept of inns poping up to give quests (though I would prefer something less cheesy tbh)...but at least make it something that happens only in revived land after attaining certain techs. I'd rather see the first quest hubs as
This is probably something that will be fixed eventually, but I hope the glaring cosmetic tech level/architecture differences in some of the buildings is addressed. For instance, currently in early games, a temple looks a lot more advanced then most other buildings. In the picture above, the council and command post look woefully lower tech then the rest of the city.
They do seem out of place. It kinda cheapens the feel of the world. When I hear "a hundred years after the cataclysm", I imagine a post apocalyptic world. 100 years is really not that long when you start from nothing. Inns all over the place make it feel like nothing really happened.
Thank god for companies like stardock they are the only hope while EA, Activison, Steams of the world try their damnedest to run any fun in gaming into the the fcuking ground.
Lots of good ideas. Whatever diplomatic system is made, it shouldn't be easily gamed by players against the AI, and it should try no to be completely useless in multiplayer...here are my thoughts on some of the topics brought up in this thread. Diplomatic Units I have to agree, the diplomat units in TW were annoying more than anything, BUT the priest units were fun to use. They seemed more like "diplomatic warrior" units, and I enjoyed flooding a region with m
I was about to make a post on this. I found that leveling is not very fun at all. So many choices to points in its almost overwhelming...and yeah I feel like im gimping myself if I don't put them into essence. I agree, if each point you spent made a noticeable difference to your sovereign (such as HP and Essence) then it would make it more interesting.