KingHobbit
That was funny. I actuallly lol.
I thought this was a completely different topic as well. I would like to see some random events. earthquakes and volcanos. I am a big fan of sliders, so i would like a slider for random events. ranging from never ------ still in the cataclysm.
[quote who="Frogboy" reply="121" id="2796035"]The tactical combat is in the process of being redone completely. When I can grovel marketing approval, I'll start putting up screenshots. Basically, the "sides" don't take turns anymore. Instead, individuals take turns based on their combat speed and each "turn" they can either move, start an attack, start casting a spell or start performing a special ability. So there are no longer overall "turns" in tactical combat p
Frogboy, thanks for the update. The changes sound great. Make sure you thank the rest of your team.
[quote who="Frogboy" reply="71" id="2795177"] If city levels provide more benefit than they currently do combined with better balancing of the amount of food in the world, you end up with a scenario where you can choose to build lots of cities that are low level or few cities that are high level. [/quote] Sounds great, looking forward to it. I am really looking forward to moving my cities to higher levels. Like this quote implies, right now once you get about 10-
[quote who="Frogboy" reply="12" id="2794602"] Ive been thinking of requiring food to construct an outpost. Thoughts?[/quote] I am certainly for this. It will make selecting a location for a new city more important. We will have to way the option of acquiring more resources and strategic locations. I think this would certainly make city spamming more difficult. You could even make it more difficult by costing 2 to construct an outpost. It would make progre
[quote who="Gwenio1" reply="22" id="2793965"] That will just slow it down, the AI is currently instructed to build cities everywhere there are resources. [/quote] In my humblest of opinions, it needs to get fixed for the long term play of the game.
[quote who="Edwin99" reply="3" id="2793992"]I suggest that razing a kingdom city makes the other kingdom's more hostile to your sovereign and more likely to join in an alliance against your kingdom/empire. I would like to see such actions (razing an enemy's cities) also inspire them to adopt a similar policy towards your cities. [/quote] I agree, but only after they get the city spam under control. I played a medium map on normal today and the firs
b0rsuk---towers of wizardry spawned monstors as well Sorry the pic is small above. Basically I had two decent size cities going and then the Quendar plopped one down right in between them. The city spamming is actually getting worse in the games that I am playing. It takes away from game play and ruins the aesthetics of the game.
This is what I am trying to avoid [IMG]http://img188.imageshack.us/img188/4397/tooclose.th.jpg[/IMG] I have two good cities growing and the AI sticks a city right in between them. Doesn't make sense.
I would like to see the bandits and monsters come back as well. I am probably in the minority, but I actually want to see less resources or perhaps a slider to pick the level of resources. Sethai does not agree but I think a further minimum distance between cities would also help quite a bit.
[quote who="Gwenio1" reply="12" id="2793375"] It is the most straight forward after conquest. Research the "Master Spellbook" under the magic tech tree, get up to 10th level spell, research the "Spell of Making", and gain one of each type of shard (required to cast), and cast it. [/quote] Thanks, I will have to give that one a try.
Very cool! I would like to see the children take over a Kingdom/Empire of the AI if the Sov dies. The game already says it is the first in line. Have the "new Sov" go to war against the killer of his father/mother and make peace almost impossible.
Almost no matter what strategy you plan on doing, it starts with a rush of city making. I know I have mentioned this in a couple other threads but I truly think it should be addressed. On to the post. Conquest---pretty fun, by far the most time consuming of the ones I have done. Tracking down and killing all the Sovereigns can take some time depending on how many you start with. The only strategty that seems to work is a complete city rush. You have to ge
[quote who="Polistes" reply="10" id="2792915"]pfft I found him months ago, but yeswe need more fallen heros, of each fallen race, after all how are you supposed to find a "spouse" of your own "species" when there are none to be had? [/quote] I'm not sure he is fallen but he is the closest thing to it and I agree with the second half of your statment completely.
I would certainly agree that their needs to be more distinction between the races. Not only inherit traits (+1 strength, +1 sight, etc.) but I would like to race specific units and buildings.
I think large number of cities limits game play. It forces your hand on how to be competitive. I also think that a natural resource does not warrant an entire city. I would like to access it by a remote mine. It could be another type of character and more tech to research to access these "remote" resources.
Nice find Vashtyphoon. Does any know what race he is? And if that is the closest thing to a Fallen Hero, I think there is room for a couple more.
I know that there have been a couple threads that mention this but none of the updates have improved this. Of course reading through the notes I don't think they are even addressing it. I am 100 turns into my 1.09 game. I still think there is far too many cities built in the game, My closest neighbor are the Tarth, and right now they have 15 cities, all of them are level one except what I think was the first one. I am not quite sure why it bothers me so much but
[quote who="Bellack" reply="35" id="2791393"] I totally disagree with this. I think that heros as well as some other creatures should have access to magic. Otherwise magic would be pretty boring and not used often. And I really don't want my Soverign being on the front line. [/quote] I think you are missing what I am saying. I like the Rock Slide and other "magic" talents for the various summoned units. Even passive skills like vengeance II. I also li
I think the last two posts show that we are in need of more "Fallen" heroes.
I want "Fallen" race heroes
Thanks Crazy, it seems there are a couple more in this thread. I guess we are the summoning crew. I like them. I do hope a maintenance fee is put on summoning.
great update, thanks