For the spells that have a cooldown time, instead of just showing them with a lovely read cross denoting you can't cast it, overlay how many turns left until you can. For example the summon familiar spell has a cooldown time of 200 (turns). SO after you cast the spell, it shows up with the red cross over it, with a number on the cross saying 189 (meaning 189 turns until you can cast again).
StillSingle
If you can move and cast and have it all resolve in one turn, then my Sov would be able to come from outside your LOS close enough to a city, and cast volcano wrath before yuo have a chance to do anything about it. all you need is movement +4 :)
I think a short turn delay on casting spells big enough to destroy a city coupled with having to cast counter spells manually is the way to go. Building "anti magic building" doesn't sound good, nor add to strategies revolving around slinging spells across the map. There should not be any way to auto counter spells (buildings or otherwise). Countering should be able to be done through either a dedicated counterspell spell, or casting the opposite spell. eg: &n
Yeah, you got my idea down pat for prereqs. Then it is down to the "rarity" stat and random luck whether you get to research the upgraded versions. In my opinion, making for each game making you play more uniquely as youdraw on the strengths granted you, and try and hide all the weaknesses from being lucky/unlucky in the tech tree.
With the "hand" idea, the only time you have to worry about what techs you have is when you finish researching a category. So, say I finish Warefare. Then I might have 6 techs to choose from with a limit of 4 to take with me. So i would choose the tech to get the benefit of, and the game would indicate that i now must choose which tech I must discard. Does that get around the issue you are seeing? On a side note, I posted on your giant discourse thread my tho
I'm against having any prereqs at all. So what if you don't discover how to make a catapult, but you figure out how to make a trebuchet. Or skipp wood walls, and figure out that stone make excellent walls. If there are going to HAVE to be prereqs, then Iagree with you sareln, that they should be as few and far between as possible. Your idea on cross category prereqs is also good. Perhaps, looking at each category as a tree itself would help design
The main goal of the research system as I see it is to provide a different set of technologies researchable each game. Currently it does this by being pseudo random, and tieing the amount of research points to the category (civic, warefare, etc) level, rather than particular technologies within the categories. The Problem: after a few levels in any particular category, there are too many techs that may appear when you research the field. T
Random vs Rich Would it not be possible to randomly place "sets" of terrain? So instead of having to craft whole tactical battle terrain maps, you can create battle terrain in bits and pieces, from tiny little rocks that annoy your footsoldiers, to swathes of swampland crafted meticulously with advantages and dissadvantages. I'm pretty much against purly richness/set scenes because as someone said earlier, once you know the battle terrains, you can setup f
Awesome post Le Blaque! I very much like your idea for the political system, I don't even want to change even a little bit!! It seems to address the political aspect of the game extremely well. I'm with you on the Diplo points shuoldn't be a resource, but I cannot see how your system allows for "bonusing" deals. I may be readung wrong, but it looks like your version of the diplo point is jus a number calculated at thetimeof negotiations, that give each party a common "
Time warp could do one of two things: free turn for the unit it was cast on (as in extra turn). Or the second version could be to undo an entire turn completely. Now that would be an epic spell to cast. Reverse an entire turn!!
I like both the system that TCors has outlined for Essence, and the possible uses of Essence by Stormopheus. The ideas actually look like they are getting at what the devs originally hade planned for Essence.
[quote]Also, with each advance significantly increasing the overall tech curve, it should make it so nations are unable to get anywhere near the end of the tech tree, thus making exactly what you research important, and not enabling each nation to become identical with tech advances.[/quote] I think this is the key here. In all the games I've played mention above, you can research everything. As a result of that, the race/faction bonuses to war are too small to be no
Invicibility Time warp Fear Dispel Spell Turning Spell Absorbtion Globe of Spell Immunity (immune to low level spells, can add mana use to cut through globe) Stasis Field (can't attack or be attacked) True strike Imbue Weapon (temporary bonus to hit and damage). Elemental Weapon (think fire ice elec, etc) Haste Slow Damage Absorbtion (Stone skin or something) Deflect Arrows
Could we look perhaps to the Starcraft system they implemented for the Zerg? Le Creep! Have a max bound that the restored land will reach out to over time. eg, from a city it will restore land out to 8-10 squares. This would solve the map size problem i think.
I hear you Demiansky, I couldn't think of a way to have the player do something to make the SOV sit at home (mini games imo are NOT an option :P ). The only ideas I seem to think of are always static (not player driven), based on various events that happen automatically each turn. Note though, that I am whollly against XP gain for stay at home Sovs. A way to have the stay at home Sovs gain XP would be to link it to the amount of "help" they are giving to the city the
The message displayed in a city's training tab when you cannot build due to negative gildar is "you must build a command post to train units".
There is one recruit who has 15 essence!!! O boy did Ii enjoy it when i recruited him!!! The OP has some very good points that need addressing. Although, I'm sure that the version I'm playing tells me if it is a boy or girl before I name them.....
I think lwarmonger is right on the money here. The only way to make active and passive sovereigns equal on the essance front is for a flat rarely changeable slow increase. Then leave it to the decisions of how to use said essence as the differentiation between Sovs. Then all you need to do is balance the city bound sov bonuses to make it a viable alternative to my Sov is going to kick butt in every battle he looks at. My spell idea above was actually to have a
I'm thinking expand it into global/world illusions too. For example, instead of actually making the land rise to fortify your area with ACTUAL mountains at a costly mana/essence expenditure. Be able to create illusionary mountains or other obstacles that can be dispelled, or true sighted through (dispel would mean yuo know they have seen through your imaginary mountains, true sight, means you think that the illusion is still there and working, but they know they can walk right thr
The model you have designed in that thread is still HEAVILY reliant on being active out in the field. 1, a whole ton of essence is gained for killing stuff. 2, a nice increase per turn of essence is gained by obtaining powerful items, which would probably necessitate killing stuff. Perhaps I'm reading the implementation wrong, but it does seem that in the model the activ Sov would become overpowering to any sit at home Sov. love the saying!! "Sovs sitting at ho
I second that notion Stmorpheus!! Magic should be about creation just as much as it is about destruction. There should be enchantments, constructs, illsusions, etc. It would make for much more creative tactics/strategies. There could be a whole raft of objects that can only be conjured/enchanted/created. And who doesn't like poesky illusions??? :)
Sounds like your Hanzo blades are more like the heartblades :). Just a different version, maybe slightly easier to acquire, but less powerful too.
[quote who="Frogboy" reply="43" id="2619249"]Just an FYi that we're reading this thread closely. [/quote] Awesome. and is there any FYI on thoughts the wonderful devs have to add? :) @Tasunke, the game has too much magic in it to limit diplomacy based on FOV, in my opinion, it just adds complexity and will cause diplomacy to be frustrating. Also, early game this cuold be crippling for diplo, and late game (FOV gets bigger late game due to equip + more resource
I like the idea of your heartblades/dragonarmour. I also like the idea that you can only have one of them for each dragon heart you acquire (assuming dragons are rare in game). However, your fancy mass producable pblade that you must acquire the "recipe" for before being able to build it, in my opinion, would be extremely poor game mechanic. This is because it would create a "recipe" hunt in EVERY GAME. Which I think is bad because it would severely limit play
I think this thread really starts getting to some ideas solving the issue of passive (I like my city walls) Sovs vs active (find me a monster to kill) Sovs. Basically, if essence wasn't tied to leveling, then active sovs SHOULD be more powerful and the only ones to gain experience, tasunke is correct in saying Risk = Reward!! However my post on the thread below tries to design a system that makes passive Sovs an actual plausible choice, they still don't leve