divvu80

divvu80

Joined Member # 4202732
1 Posts 224 Replies 322 Reputation

[quote who="Tolan_Grimm" reply="57" id="2783066"] I'm glad I've got Windows XP on a dual boot here, cause if it's TBS Fantasy loving I need, Age of Wonders: Shadow Magic is all I'm left with. And hey, right out of the box? No CTDs, a WORKING Random map generator, and tons of factions that are fun to play. Things I expected Stardock to improve upon. [/quote] AND a global mana pool. Wich is the first thing you addr

93 Replies 34,027 Views

[quote who="cygnetsong" reply="9" id="2783103"]+1food, +1gold huge? Or something else I'm missing that's a "huge bonus"? [/quote] Add to the mix the food patch, goldmine and shard you get in the beginning (edit: plus, adventure techs. Those are still spawned mostly in your capital ZoC). Or do you think you can jump start an economy with just the building Frogboy mentioned? I'm trying to say that I'm against the idea of a unique building in your capital produc

16 Replies 8,480 Views

[quote who="cygnetsong" reply="6" id="2782963"] Quoting Frogboy, reply 5 For example, in my modded version (for my own play) I created a Throne Room improvement that can only be built once but provides 1 food and 1 gold. Hope this makes it into the vanilla. It's the best solution to ensuring that you can get your civ off the ground. Then, the initial production buildings can have a real cost/upkeep to elim. one incentive to spam cities.[/quote]

16 Replies 8,480 Views

[quote who="Frogboy" reply="47" id="2782965"] What is needed is a way to respond to an attack (ala Magic the Gathering instants). This is something we're looking at and we think would add to the fun.[/quote] Yes! Countermagic! Me wants :)

93 Replies 34,027 Views

I can post a screen of a city with, more or less, 7 goldmines. Funny thing, it is sandwiched between 2 other cities, my capital and the ex-capital of an AI, both said cities contain 2 goldmines each. On the whole continent there's only 1 clay pit and 2 metals. Peoples are building huts out of gold, due to material starvation. What little materials I produce are needed for an army of archers/horse archers, wich are in turn needed to avoid having an army consisting solely

36 Replies 102,208 Views

[quote who="Gnilbert" reply="24" id="2781539"] Again, thanks for the positive feedback! I'm a little suprised that this one didn't spark more debate, though. [/quote] Debate? I could hardly devise such a system, let alone code it!!! I had a chance to test your demo, and I actually think it's even "fun" to play (realtively)!

25 Replies 103,077 Views

[quote who="Frogboy" reply="10" id="2780203"]Very impressive![/quote] Sorry if I sound rude, if it is so be aware that this is not my intention, but is there any chance something similar will be implemented or at least taken in conisideration? I ask this because, even if I'm totally unskilled in any form of coding, it seems incredibly sleek, powerful and "usable" by an AI...

25 Replies 103,077 Views

Yes, shard (resources in general) distribution is a delicate thing. I don't like the idea of all the resources that get auto-spawned near your starting location, and adding one shard to the list only makes things worse. However, if they implement a way to tie the number/distribution of shards to N° Players/territory , that would be cool! Thank you for the info mr Bradwell, it's really awesome to read about gameplay before seing it implemented. Lots of good i

148 Replies 126,806 Views

[quote who="falconne2" reply="12" id="2778417"] I'd suggest not adding maintenance to imbue champion. It doesn't make sense in a global mana mechanic and it also makes the magic system even less useful. I'd say make the summon upkeep a bit larger instead and have different upkeep costs, A large and powerful summon should cost more upkeep than a small one.[/quote] This. Work with higher numbers than 1, a system where mantaining a familiar and a fire

45 Replies 28,103 Views

So, they still think to solve problems by auto-spawning resources (shard) near your starting location? Bad. Really bad. I hope they intend to use this as a temporary workaround.

148 Replies 126,806 Views

[quote who="Kravick3" reply="99" id="2775190"] Right now its not. While the spell graphics do work, every spell cast will miss unless you use auto resolve. Turning the mod off (or deleting the files) allows spells to hit normally again in tactical combat. I have no idea if its the mod itself or if Stardock broke something with mods in general. Icecrowns mod was the only mod I've ever used so far.[/quote] Just curious, have you started

121 Replies 319,675 Views