[quote who="TheProgress" reply="4" id="2906557"]Monologue: the attention of enemy AI heroes is drawn away from friendly units and re-focused on the hero that is monologuing. [/quote] Cape: the hero looks dashing and it provides a 25% bonus to charisma and leadership (however there is a small chance that the hero dies when affected by particular combinations of Air spells) http://www.youtube.com/watch?v=M68ndaZSKa8 </
RFHolloway
Best way - is just to do stuff. Whatever seems fun. If you lose, and that matters to you, turn the difficulty down a notch a try again. One of the joys of a game like this is in the exploration. Try not to get too hung up on winning. Basic priorities 1) figure out what stuff does (do this by trying all your options - build stuff, try different options, research stuff) 2) explore the map (build a unit and wonder it around!) 3) build units
[quote who="Frogboy" reply="57" id="2905996"]Note to self: Don't share change stats with community prior to a beta release. lol. [/quote] Focus on the "why" at least as much as the "what" if ( as I suspect) you are breaking 1 10 hp unit up into 4 2hp units, so that units don't get one shotted then that would be good to know. If you are doing it for some other reason that would also be good to know.
[quote who="unacomn" reply="8" id="2905256"] quoting post Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections Yeees! This makes me very happy [/quote] so you kill the sovereign and all their cities flip to your other main rival! - perfect! (you might want to have some UI indication of how the factions are likely to go)
Transport tycoon used to auto generate reasonably sensible names. Even something lame like "Honeyville North" - it has twighlight bees, and is north of the capital "Southport" - has a beach and is south of the capital "Fireside mines" - has both a mine and a fireshard "East point" - has many sea tiles to the east might be good to have as an option. Some form of table which sets the criteria for each name, from which the game picks the mo
[quote who="Gwenio1" reply="37" id="2900239"] I mean wrong as in there should not be that big of a difference in how hard it is to do. The only techincal reason that comes to mind would be if it is only possible for one player (the human player in SP) can make use of the feature as designed without causing issues. And that is wrong, especially if it will be possible to mod the AI in which can a mod maybe created that makes it use said feature. They
good constructive thoughts - I think this could be the Gameplay demandabots manefesto.
No - might play hotseat once or twice but otherwise no.
How about adding Lance - Charge - move up to 3 spaces to target, attack bonus 25% damage bonus 25%+25%per space moved
[quote who="kenata" reply="8" id="2894189"] Monasteries are one per city, so you couldn't build 3 of them in one city. [/quote] that's the bit that I didn't take into account - build time is not an insignificant issue. Its one of the things that encourages city spam under the current model, the fact that a new city gives you a new build queue.
The build time is the only significant advantage, after 30 turns you will be producing 9pts per turn vs 6 with the Arcane labs - however that is more than offset by the pop upkeep, which is likely to be the limiting factor.
Not seen a chairman's letter that informative and frank since the last time I read Warren Buffet's.
Care to elaborate as to how? - I have a dyslexic son for which this would be pure gold.
there is a clothmap only setting already - that should do what you are looking for.
request for now or next time - show average damage to 1 decimal, 0 to 5 average 0 isn't that helpful
I'm finding the reverse early on - 6/6 vs 6/6 gives a damage range of 0 to 5 with a mean of 1 for both which leads to some long battles with 18 HP
[quote who="kenata" reply="37" id="2882470"] A medieval warfare game where heavy cavalry provides no bonus for charging? Hell, fix only this (and flanking) and I'd love the game. A long time ago, there was an idea floating around with Updated Weapons to have an Updated Mounts mod to add a charge ability to the all the mounts. The general idea was going to be to cut the units move cost by like 75% and give a huge attack bonus( like 100%) as well as a huge defense debuff.
You could also build in limited crafting that way - then you wouldn't need to make the weapons drop from monsters or quests, just the components, and control the rarity that way.
Elemental may not be able to use more than 2gb? - may be something to do with 32 bit aplication/operating system - not sure but that may provide a clue.
at least sims didn't make it in If you take "top" as being good (i.e. still worth playing years aftyer release) influential (set the tone for games of a similar nature) sucessful Then I think WoW scores highly on most of those so I can see why it made it to number 1
you could of course go with an initial set up phase which had different mechanics start with 200 points Each base building costs a different amount you purchase them in advance (maybe with a look at the map, maybe not) You can set them down before the game starts Points could also be spent on units or resources That then allows you to jump into the game 2 minutes in, when it starts to get interesting. It removes the skill aro
Only heroes can retreat, that may have been the issue?
Looks good - agree with all of this - one question - how much of this could be done through the existing structure by way of a modified tech tree? consider the following example - normal leather armour is a prerequisite for metal armour you might for example have something like 20% chance that you get metal armour before leather armour - this could be crude metal armout that either takes more resources limits the mobility more than stand
Questing helps the fact that this is a 4x/rpg cross over game. The RPG gives another area to invest in (the strength of your empires heros) and gain benefit from (questing and their strength in battle and to the economy). If you lost the quests, it significantly devalues the heros to where they are just a different combat unit. With the quests is shifts the economic nature of the game An economic view of a 4X game could be described as follows Start wit
[quote who="Lord Xia" reply="16" id="2881541"]I live in Kansas, I think our big thing here is wind energy, I guess we have a shit ton of wind around these parts. Now, I just need to find a way to convert my car to wind power... [/quote] http://sbkites.co.uk/kite-buggy-lessons.php perhaps?