If all strength does is influence your attack then it serves no purpose in having two game stats. The same goes for Dexterity. If essence is your main determinant for magical power then what exactly does Intelligence have a factor in? Movement should be replaced by Speed which incorporates both movement and combat speed. If you can run over 60 mph then that is going to make a huge difference in how effective you are in combat. The horse charges...
TyLarson
I posted something somewhat similar in that each of the npc's should have descriptors that dictate personality. Much like Talents in the sovereign creation screen. Brilliant, Cruel, and Mischievous, the Magus Molsk has preferences towards what type of leader or culture he'd be interested in serving based on the descriptors for that leader or culture. If you're really smart and can teach some badass spells then Molsk will respect you but if you are Kind he might see that as weakness. This coul
You could simply categorize spells into cantrips: (fluff) flowers, meadow spells; Apprentice: (minor) firebolt, summon minor fire elemental; Journeyman: (moderate) Fireball, summon fire elemental; Adept and then Master. Every sovereign could then be able to cast early spell but if he has the spell books the cost to learn is half the spell points and the power of the spell is fifty percent greater. That way it is still important that you have the books but the higher end
I like the idea of long range magic such as MoM had in which the sovereign can interfere with battles that he isn't even in. To use the LotR analogy Sarumon casting the lightning spell from hundreds of leagues away forcing them to go to Moira.
Seems a shame to give all the love to Digg given that Stumbleupon and Reddit are both really strong communities with SU being the type to slowly build up and Reddit to provide half the material for the Digg top users. Not to complain but simply note. You guys have been nice enough to give me 10 pts for discovering SU content and thumbing it up...haven't had any so far receive more than 300 views or so as my subscribers are mainly scientists which barring the Cern postdo
I really like the idea of changing essence using spells into rituals. There needs to be a clear demarcation between stuff you can throw around casually and that which is of paramount power or game altering. Ceremonial Magic could be as GW Swicord mentions with rituals that require time without necessarily an essence cost but a limitation of let's say a hundred accumulated essence pts to finish so if you have an essence score of 10 it would finish in ten turns in which t
I've had the same problem in not noticing when my spell research is filled up.
I really like this idea! The ability to create a mountain pass via magic would definitely alter gameplay strategies.
It could be interesting if the Temples are shrines to the sovereign and give access to let's say Divine abilities? Or infernal in the case of the Fallen. Basically the sovereign is much like a Pharaoh. Maybe a list of spells that enhance cities that have temples or something like that which you can research to gain access. Didn't MoM have sacrificial altars?
Sounds like a good idea to me. I think there should also be a place to see on characters as well if they have been buffed.
If you want sovereigns to be more interesting I really think that getting rid of the stats options on the creation page will help. No Attributes should be visible while making a character. Nothing shuts down the creative process like the urge to min/max. I am a former pen and paper game designer so I know a bit about this. Just have talents, professions, and skills available. What this does is it encourages the player to come up with a character h
lwarmonger that is good explanation for a game mechanic. I'd like to see something similar implemented. Xtropy I love to use the Raging Barbarians check on civ occasionally as it can completely change the way a game is played depending on how your situated and the resources available. To make the wandering monsters or barbarians more like reality they could come and raze a building or two and eat/enslave a chunk of the population which doesn't manage to escape to the hi
If you do need an editor or proofreader I am available. I did four years of technical writing back in the 90's and even if my skills are rusty I work for cheap these days as a returning college student.
Very cool.
[quote who="Tridus" reply="540" id="2659870"] Quoting TyLarson, reply 537http://forums.civfanatics.com/showthread.php?t=365614&page=4 I can't see how Steam could be to blame for a microphone problem, that sounds more like an old fashioned game bug. Possibly to do with the middleware audio solution they used (World of Warcraft had all kinds of sound issues when they upgraded to a newer version of Fmod in order to add voice support and it took months to sor
http://forums.civfanatics.com/showthread.php?t=365614&page=4 As you can see many heavy steam users are complaining about their games having crashes and problems related to steam. A friend of mine can't get her mic to work on TF2 and tech support has no idea what the problem is even though the mic works fine on non-steam products. She complains about Steam really too much as I don't care that much:) Personally, I was going to pre-order and as a
Oh, wow. That is a pretty big enhancement then!
I pumped a lot into research with the various warfare techs just to see what was available and used up the movement/tracking techs until my base units had a six move and I noticed that the trolls and other monsters were just zipping around like crazy and covering a lot of territory which before learning the techs they weren't. I didn't pay close enough attention to notice if the training techs improved the monsters as well.
Ran into a book of experience after a quest and it didn't add the experience it said it had.
The price from what I've seen is heavily impacted by the starting equipment of the hero. At least that is what makes sense to me as the most expensive heroes have had a lot of equipment while the cheap ones usually have little or nothing that actually has stats.
Had this happen to me as well.
Ah, the pioneer worked on the non-city based resources but didn't on gold or other city based resources.
Oh, well I didn't know that. Thanks! Got in late on the beta 1 so I'm still learning the ins and outs.
Given that a sovereign doesn't necessarily have the money or resources to city spam and that this is considered an undesirable option to force city spam in order to access resources I propose an alternative to the current system which solves the large dark areas within your borders and the inability to access many resources that are out of range. With watchtowers they can be modified to NOT cost the city any tiles and that you can build as many of them as you like as lo
This is a tangent that occurred to me after coming up with the post linked above. The premise is that when a full fledged channeler ie a Sovereign dies (fails to use their magic to escape) a part of the personality and the Essence is imparted upon an item in close proximity to the dying character. Examples could be a family heirloom or even the weapon that was used to kill the channeler. The "soul" can then choose to bond with an appropriate vessel...which would probabl