Couldn't dungeons just be customized tactical battle instances underground (maybe with real-time aspects when you do not have any monsters near you) =). So you wouldn't necessarily have to create a new mechanic, although probably some new art would be required. Customized tactical battles in dungeons would be incredibly spiffy (ie. fantastic, unique and cool ;-)). Best regards, Steven.
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Yes, very important. [e digicons]k1[/e] Frogboy, could you include this? Best regards, Steven.
Do they seem interesting, varied and fun for you to play as of 3A? Best regards, Steven.
Sometimes where you need to go for a particular quest is not immediately obvious, especially when it is mostly within your own borders and you can't easily see the blue outline. What I suggest is, for quests where you know where to go, I think it would be excellent if the destination of the current quest was painted on the minimap, and is also more easily observable when you are close to it (maybe moderate glowing or some such). So either when you receive the quest, or you open it
What do people think of this ? Best regards, Steven.
There are some really excellent points made in this thread. [e digicons]:thumbsup:[/e] Question is, which ones would have the most gameplay benefit for the least Stardock resources, and make it into Gold? Frogboy, what are your thoughts about the feasibility of different suggestions made in this thread? Best regards, Steven.
[quote who="Frogboy" reply="425" id="2677587"]These forums make me cry. Manly tears mind you but tears.[/quote] Don't you mean frogly tears? ;-) Best regards, Steven.
Are they Ice Shards, or Water Shards? Water Shrines, or Ice Shrines? Ice Spellbook or Water Spellbook? I had an Ice Shard, which I could build a Water Shrine on. The complete spellbook mentions Ice spells but some spells require Water Shards. Could someone please inform me, is it Ice or Water (or both?)? ;-) Best regards, Steven.
You start near a Fertile Land resource, which you can build on once you have connected your city via constructed buildings to the side of the Fertile Land resource. After your first town, food is a lot harder to get, to make it a lot harder to suddenly come up with 10 cities. ;-) Best regards, Steven.
When getting rid of the rats in the Rats in the Ruins quest, going back to the Inn doesn't register that you've completed the Quest. It just says "This location has already been visited and has no quests." Best regards, Steven.
Let me clarify - there has to be contiguous buildings, all the way from your city center to the special location, in 3A to be able to utilize a special location. =) Best regards, Steven.
[quote who="Gorstagg" reply="34" id="2676535"]Having an army of coders, and designers working to fix issues, like you guys have, is silent and invisible. The doom and gloom stuff from people, often in a sense is worse than arm chair quarterbacking. Because they create a perception that will need to be managed every so often. But when it's managed that meant someone had to wade into those areas, to explain it. So I can understand the team's frustrations. I tried to
This may or may not be the reason why you can't build on certain special locations yet. Best regards, Steven.
Quests where you have to escort a unit, the unit you are meant to escort can't be made part of the group after the first turn on the quest location. :-( The turn after I move off a Quest Location that requires me to escort a unit, the unit I'm meant to escort cannot be selected as part of the party... and because you have to escort them all the way, it means you can't get any reward. :-( Best regards, Steven.
Good point. Best regards, Steven.
Me too. Arcane Lore sounds good, a little bit speccy and most would understand that it is about learning new spells rather than casting existing spells. [e digicons]:thumbsup:[/e] Best regards, Steven.
I couldn't find the page - it said that the link might be wrong. And I searched for "black hole" on the site. Are there any other requirements for reading the story? Best regards, Steven.
Gee, that's good news. Not. Best regards, Steven.
Excellent points. Have an option to "build over" a previous building of the same basic type, and for example, houses with more population should cost *more*. Who's paying for buildings to magically upgrade, and why can't buildings built later magically upgrade too? ;-) ;-P Best regards, Steven.
Although they won't be having much fun if the maps are really unbalanced. :-( Best regards, Steven.
I'm curious about this too, with the lighting effects not working in your build, and not all the spells in yet? [e digicons]:maybe:[/e] Plus you've made some gameplay changes that seem to need testing. :-( Best regards, Steven.
Exactly, I think Stardock is proof that you don't have to get heavy-handed with whoever you feel like, and fill games with invasive DRM, to do well. When it comes down to it, money on its own doesn't bring you long-lived satisfaction (which is why people with bucketloads keep trying to get even more bucketloads, and like to sacrifice everything else to do that), but doing something well and creating something beautiful does. If you can create something wonderful and still make eno
Yes, good point. Best regards, Steven.
Maybe it would be good if armies of a different sizes or composition exerted a zone of control. So when moving adjacent or near to an enemy army of sufficient size (so small expendable stacks can't block a rolling juggernaught) - where the ZOC is based on the power of the army and whether it has a Sovereign in it - all you units/unit groups on that square lose all movement points except except 0.1 (except when you would have exactly 0.0 after taking away the movement cost of movin
You make a very good point. Best regards, Steven.