crystlshake

crystlshake

Joined Member # 4208214
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[quote]Downpour: Extinguishes enflamed units and increases resistance to fire based spells/attacks by 50% while maintained. [/quote] I prefer it to be more along these lines combined with the visability drop previously mentioned. That way its more of a bonus effect vs. a specific counter and allows the spell to be usefull in more situations. It could also start a global tug of war with the sustained effects like drought vs. rain vs. sandstorm vs. tailwind/headwind.

322 Replies 1,018,779 Views

There could be a unit keyword ability or a spell that could work to negate certain debuffs or effects. For example a night vision ability could prevent the unit from loosing accuracy, or farsight to prevent range reduction. Antivenom could prevent a unit from being poisoned (or increase their resistance to it), or noxious could make it so poison damage heals the unit. There could also be some that are a double edged sword such as fire immunity which makes the unit completely immune to a

322 Replies 1,018,779 Views

I had a thought regarding the spider summon portal example, and spells that opperate simillarly. Have a % chance per turn that it would spawn a creature but on turns where it doesn't spawn a creature it makes the next creature summoned stronger. For example some spiderlings on first turn, next turn doesnt spawn anything, next turn spawns either a stronger creature like the black widow or a higher level one (ie lvl2 spiderlings). You could have it kick out a few extra on

322 Replies 1,018,779 Views

I like the ele-mantle 'group' of spells. The art is iconic and they have a nice variation in effects. The nature cloak is able to increase defense against damage types which looks interesting and shows some great potential for making buffs and debuffs, such as traking -3 to water spell resist (take more damage) and +3 to fire spell resist (take less damage). Could damage/to hit be modified by the type of creature attacking? Could a spell eff

322 Replies 1,018,779 Views

Is mana blast set to a fixed cost or does it take say 3/10 of your mana when you cast it (ie being more than a 1 to 1 ratio of cost vs. damage dealt). We wouldn't want it to be able to one-shot bosses or something it would make them completely anti-climatic, perhaps the cost to damage ratio increases beyond a certain point or with a popup choice? Otherwise there could be a monster trait that prevents or minimizes damage beyond a certain % of total health threshold. &nb

322 Replies 1,018,779 Views

I like that there are some area denial type effects, though I think there could be more for both tactical and strategic. Currently that is what mountains can be used for, being able to make other difficult terrain or a cost/benefitt choice such as slower movement or damage to go thru a tile would help beef up the options. Or being able drop a wall or movement altering areas in tactical to change unit movement options. The control type spells of the 4th edition AD&D for t

322 Replies 1,018,779 Views

I'll start work on the death legion city cores next. I've got a few sketches and ideas, we'll see how they turn out once they hit the editor.

334 Replies 616,651 Views

I've gotten my other 4 base buildings done. I'll send them along hopefully this week. I'll verify the fixed height stuff is right. I may have already done so. I have to check to see if I saved a copy of the custom fire effect in my email. I used it on a couple of the buildings, prominently on the monument, otherwise I'll need to remake it. It was mostly a pallet swap of one of the ingame effects though so should be doable without too much wor

457 Replies 637,481 Views

[quote who="Das123" reply="41" id="2964109"]One really really easy adjustment they could make to help the races would be to add ambient sounds to specific races. I'm surprised at how little attention has been given to this aspect of the game. Whether it is ethereal type sounds for wraiths or drums for trogs it would add enormously to the experience. Sound in WoM has not just been put in the back seat - it has entirely missed the bus. [/quote] Depending on how the existing mus

66 Replies 207,125 Views

I suppose it might come down to which AI he would be working with. It might be something that can be applied to both games (such as tactical) if the parts its using aren't going to work much differently. Auto resolve or creature AI might be good examples if the related combat elements are compatible and locked in form. Pathing or development styles for the civilizations are also options that may be universally applied to both games.

66 Replies 207,125 Views

For some of the things in game they could even have it pick one set of lore at world generation. You could have a couple different origin stories or groups of info that may or may not be contradictory between groups that the game would choose for the given element. So say darklings are damaged survivors of the cataclysm in one game and in anouther they are outcast scavengers. These different lore/backgrounds could be tied into how the ai makes them behave. So the scavengers

39 Replies 144,626 Views

[quote]Really emphasizing the return of civilization to your lands would be a nice touch as well. Signs of human activity like little cottages popping up or hunter's cabins would be fantastic.[/quote] An alternate method to do this would be to trigger changes at city levelup. Say the radius of change is 2 tiles smaller than the cities zone of control. Then the tiles in that radius could be checked- if they contain an improvement tile (building, resource, housing, etc)

40 Replies 175,502 Views

[quote who="Phylast57" reply="35" id="2961587"] Hmm..I haven't played in awhile either. Forgive the newb question, but how do I get non-beta? Is there an option to click in Impulse? Oh yes, and why would that option be better? Thanks Phy [/quote] Updates via Impulse are non-beta by default. There is an option in Impulse that can be toggled to make beta releases available as an update. The reason to avoid the beta would

60 Replies 121,526 Views

I had the same issue when trying to install the game on my new pc (running vista). I'd tried it a few times without success- it failed at the same point each time. It looked like it was trying to launch the windows installer at the point it failed. I'd also tried turning off security settings and firewalls with no success. I ended up doing an install from impulse (which id had on the system already from gal civ 2). If you have registered your copy, you

4 Replies 2,784 Views

[quote who="BoogieBac" reply="9" id="2957862"] Our Tech isn't quite there yet, but eventually that's what we want....maybe Expansion 2 [/quote] Would you be able to use it in conjunction with the ingame models? Say having three layers background, character/object and foreground (where the scene would be the bilge, with the character snapshot from their unit card or a directed pose, and the vines in the foreground. Like a small stage performanc

37 Replies 132,874 Views

It could also be set up thru traits on faction creation. Something like the tarth example that would be applied to all units of a faction, if its a trait, should probably be part of the faction creation (equivalent of a racial bonus in D&D). It should also be something that can be seen at a foreign relations screen once the player has contact with the faction. For traits on units there should be an indicator on the unit portrait (such as a star) with a number to show h

83 Replies 206,224 Views

I look at it the same as the name of some other animal and dont read overly much into it. The ravenous part is descriptive enough of likely behavior that the name tells you to be carefull and avoid them. Im hoping that monsters will be able to have traits too (or be refined by such). It will give more application to the base monster models. Say you want to put Fenrir in the game- you could scale up a normal wolf (if possible) and give it an ability along the lines of

140 Replies 245,762 Views

It seems like it would work. I kind of like the idea of the city leveling up- but I agree it would be prefferable to have the bonuses work as a building mostly since, as said, it currently puts you on the spot to remember what each city is best at. Could have it so instead its more of a notice as there are more build options available for that city. I'm hoping that the event system would enable a 'tales' events where you could have a random adjustment applied to a ci

17 Replies 15,760 Views

[quote who="BoogieBac" reply="19" id="2955245"] We played with ways to pinch the verts in such a way to give some sharpness to the mountains, but it ended up looking really cheap IIRC there are some new terrain types that will allow for sheer mountainsides, though, which could be used in conjunction with tiledesigns to make some cool looking mountain peaks. [/quote] Sounds like what I was thinking. :) You could make a 'peak

31 Replies 113,368 Views

To encourage specialization and large cities you could have buildings that have an effect aura (perform based on what is nearby, or boost the performance of other buildings nearby). That would take more work to implement than some of the other great suggestions though. Having a limiter on the number of build lots based on city level would probably work well for controlling several issues at once tile limit and city sprawl most of all. If housing is an aesthetic piece th

70 Replies 128,359 Views

What about population growth via prestige? As it currently works you gain say 1 per season per city. The population growth could be a global for your faction where the city prestige decides the ratio of distribution. It would mean that building more cities doesn't increase your population gain rate. It would then become a choice of deciding if the gains in territory, build ques and such are worth slowing down your capital's advancement. I'm not really sure how mu

9 Replies 45,358 Views

I can see your point on that- keeping them open ended like maligned or ailing does allow more means of interpretation (and thus a larger range of application for the same game effect).

140 Replies 245,762 Views

Looks nice. The props mentioned should be fun for creating all kinds of interesting effects (for weather, spells, or places of interest). Might be able to tie one into the spells the buff and debuff the cities. Could have patches of roiling mist too. There could also be some applications if they can be used on a tac map. The mountains look to be predominately of the rolling type. Will there also be soaring peaks or sharp drops- or is that somethi

31 Replies 113,368 Views

I think the biggest thing for me is the blandness (lack of variation) in the world. Right now there are only a handfull of maps- I haven't played enough games to have them memorized but random map generation would help with making exloring interesting again. The random events and special locations should help with this. The wandering npcs dont seem to do much of anything unless confronted or when they decide to raid your town. Some kind of hierarchy or something so

12 Replies 8,656 Views