CreeDakota

CreeDakota

Joined Member # 4170606
0 Posts 36 Replies 88 Reputation

Why do you think this is the best game you have ever made? What feature or aspects are you particularly proud of? Do you say this because of genre and your attachment to the lore or purely from a gameplay perspective?

323 Replies 1,269,185 Views

I noticed the same thing. A pretty minor detail but it does encourage gaming the creation system to squeze out that one extra point. Overall the Soverign creator needs more balancing and interesting options. The special equipment costs should be MUCH MUCH lower . A Spear is 15 points! There really needs to be some magical type specialization options . Things like Fire Mage, water Mage, summoner, enchan

4 Replies 6,593 Views

I am ok with this, but can we place have the boots and greaves placed next to each other in the unit design process. Make the fact that a tradeoff exists more obvious please. Same thing with cloaKs.

9 Replies 6,556 Views

I am not a Fan of the 50 tile rule. I find it a crude tool to achieve the worthy goals of specialization and different paths to optimize city growth. A 50 tile cap and the food mechanics, coupled with the troop training based entirely on build times and have nothing to do with the size of the city, really push the player to ignore large late game cities and instead focus on alot of small little ciites covering the map. Having ONE best strategy is a flaw. &n

40 Replies 108,598 Views

Since this is purely a style and roleplay consideration I find it rather flawed that it tied to the same points used in faction design as true gamepaly advantages. That is true right, Egalitarian factions don't get extra population to recruit into soliders right? Just give all factions a toggle, Patriarchal, Matriarchal, or Egalitarian.

16 Replies 51,935 Views

The Current magic system has many flaws. This is one. Isupport tying mana regen to a stat. While it doesn't make sense to me Charisma could sure use some love. I would also support an inherit ability in some soverigns to have +1 mana regeneration. How about we call it Magical Attunment. It would be an ability that you could choose at Soverign Design, similar to Brilliant, Meditative etc. As an aside heros should really get to chose an

31 Replies 17,499 Views

I dont like this mechanic. It encourages gaminess in the stats of your units. For example getting your Combat speed up from 3.9 (2 bow attacks) to 4.1 (3 bow attacks) is a huge increase in power from only a tiny boost in combat speed. I would advocate for a change to require the entire action point cost of an action be paid to perform that action. This change has the reverse pitfall however, as gains in Combat speed between 0.1 to 0.9 would not grant the unit ano

15 Replies 15,517 Views

I think it is a no-brainer to include this for champions. Also dual wielding. I don't know why but people get crazy excited about dual-wielding. But what about troops? As it is right now, why bother. Just continue to use your bow from point blank range and avoid the cost of an extra weapon and the risk of counter strikes. HOWEVER, I think that secondary weapons for normal troops would a great addition as part of the general combat overhauling they are p

9 Replies 31,147 Views
Reply to Magic Book in War of Magic

I dont really care too much about the artwork of the Spell Book, as it currently is is fine. What I care about is that all information is presented easily. What stands out to me is 1) Different types of Mana They Mana types idea is interesting but would need require alot of work to implement and balance. It could create some interesting games where you are forced to use a particular shard of magic because that kind of mana is the only one available.&nb

7 Replies 5,386 Views

Suggestions for improvement of current basic design: Exlude resources from tile consumption . I feel the gain in predictability far outways losing the minor decision about keeping resources in the 'wilds'. Each city will allways have a maximum of 50 (or whatever number is needed for balance) tiles to build on. Have future potential influence be more predictable and presented to a player when founding cities . An

75 Replies 214,579 Views

Thanks for the write up and the effort to explain this mysterious city development topic. As it is currently implemented I feel the system has some problems but has some potential to make city design contain interesting strategic and tactical decisions. It seems that the goal of the system is to place limits on cities to force decisions about city placement, city sprawl and arragnement, city number, city growth and specialization of cities. Current 1.06 Problem

75 Replies 214,579 Views

I personally like the Ents as a playable faction with Treebeard as their channeller. Alot of the variables depend on the goal, the mod will look very different if the goal is to recreate the challenges and battles of the books versus using the lore to create random maps that will use LotR factions. Did I miss something or has there been no mention of the One Ring?

145 Replies 96,263 Views

Since I am not in the Beta, I have been very hungry for tactical combat information. Combat and Unit Design are the two areas of the game that I am most excited and yet concerned about. I am mainly concerned about the combat because I think it will be too simple to make unit design challenging and interesting. I actually saw a few things that encouraged me: the size of the battle field was reasonablly large terrain suppose

25 Replies 14,754 Views

[quote who="Frogboy" reply="3" id="2705298"]I suspect you're just not going to like Elemental. Civ V comes out in September though so you can perhaps try that. I'm not trying to be flip but saying that different resources are all the same or all techs are the same really just tells me that this game isn't for you. I'm sorry. [/quote] Frogboy, I think you missed the orginal posters point. He was basically complaining that unit design was not compelling. He stated

41 Replies 26,239 Views

This thread as also spawned alot of discussion of stats and their uses, thought i would add my thoughts Strength - affects mellee and some types of ranged damage, minimun strength levels may be needed to equip some special armors, weapons, and mounts Dexterity - affects physical defense, accuracy of weapon attacks, chance of critical strike Con - affects hitpoints, resistance to poison, disease, and some types of magic resistance Int- affects spell power and ma

37 Replies 12,579 Views

I favor as many choices as possible when a character levels up. I admit I do not fully understand all roles that the current stats have, but I would seperate Essense and HP increases from a basic stat level up increase. HP is too critical to ALL characteers to have it be solely a function of con. Similarly from what I understand of essense it is too useful to nearly all characters to ignore in favor of some of the other ablities. I would hope also

37 Replies 12,579 Views

Finding scolls of a particular spell or earning them as quest rewards would be great. I think there is room in the game for both reward, particular spell scroll, entire spell books, and generic 'arcane lore' that give research points.

4 Replies 2,132 Views
Reply to Races in War of Magic

I think we will have to wait and see if the lore of elemental is captivating. At first glance I am a bit meh, but hopefully the campaign will have some interesting characters in it. Personally I have played countless hours of games with the standard Tolkein inspired races and am not close to tired of it. I am sure that early mods will attempt to emulate more traditional Fantasy staples.

18 Replies 21,572 Views

I strongly agree that the different types of magic should have themes, strengths and weaknesses.

18 Replies 65,225 Views

[quote]Tactical battles will continue to get more interesting. But our inspiration is heavily MOM based as we've said since day 1. If you don't like them at all now, I'm afraid you're out of luck. We like the direction they're going. Special Abilities will liven things up and they will continue to get polished.[/quote] I love Master of Magic for many reasons. The spell research, the variety of races, exploring and settling new territory, etc. I do not love Master of Magi

43 Replies 122,433 Views

There are alternatives ways to make parties squads and platoons worthwhile other than additiuve stat mashing. Squad Equipment Squad special attacks Commanding Officers Squad Equipment represents all the cool weapons and gear that an army uses that no individual solider could manage. For Example: Ballistas, catapults and trebuchets for powerful long range attacks Wagons for increased strategic map movement

15 Replies 7,477 Views

I agree with Scooter onthe micromanagment issue of wounded squads, not fun to have to keep ferrying reinforcements around. It also may be harder to program. A compromise can be found in how units heal. I don't know how they currrently handle this but I think squads should only heal if in your factions territory or through magic. Heros, magical summoned creatures, should be able to heal anywhere.

40 Replies 136,186 Views