It sounds cool. You could work the the 'attract' prestige bonuses of inns and similar buildings into the spawn rate. Perhaps when the city level (population) is high enough and an attract building are present there is a chance for an adventurer to become drawn to the city. Could work as an additional bonus to building certain types of structures (perhaps a war college increases the likely hood of seeing champions that are military officers) where they affect the type
crystlshake
[quote who="Alstein" reply="117" id="2953049"] My suggestion: go magical: Dralnort's Blight. A virulent and incurable disease accidentally created by the foul sorcerer Dralnort before the Cataclysm, Dralnort's Blight creates weakness and frailty in its subject if they have the potential to channel magic. [/quote] Something like this would be good as its flavorful and it would make sense that there would be strains of ailments original to
I wonder if a given cut scene could be generated dynamicly? Such as having one of the layered backgrounds (potentially with moving or animated props to be used at different depths to fill in background where appropriate) as a backdrop and using the character models (scaled appropriately to the scene) of the involved characters and createing a basic scene where poses or emotes could be used to convey the 'action' or 'emotion' of the scene. A battle
Having some decision opportunity events for cities or even tile/structure types within your zone of control would be nice as well. I really liked the planet event things from galciv2. Though admitedly I usually dont care for good vs. evil decisions- as long as the results of the decision are mostly clear (the good evil thing worked for galciv since it related to the perception other races had of your policies). It could work well with say a different tech directed focus
The random events such as those tied to natural disasters were one of the elements that most engaged me in civ4. It breated a little more life and variety into the world. I also support the idea that implementing them should be treated as non-skippable (but perhaps have a toggle to disable them in the menu if implemented in the unmodded game or frequency/impact slider) things that are happening in the world that you can respond to. Even the one that would have a random fores
So would a 4 man unit with 8 def and 8 attk be 6/6 when it is down to 3 members (3 hit points of 4)? Where the number of soldiers in the unit work as a kind of force multiplier, or would it remain 8/8 when at 3 hp? The health gain translating into more of the total number of units being visable makes some sense if you think of it as them being too injured to continue fighting vs. dead until the total health hits 0- Im just wondering if their combat effectiveness will work on a sliding s
[quote who="Bingjack" reply="101" id="2947773"]The hell is a "clambercoil"?[/quote] A name derived from 'to clamber' (climb over) and coil evokes a snake like creature and is also a winding action. In effect its meant to have the imagery of a vine climbing over a tree- it takes a while but it can get to the point where it 'strangles' the tree by depriving it of resources (water and primarily sunlight) since it can grow faster than the tree and prevent it from get
Looks like lots of performance related enhancements with memory and such. Minor factions will probably come back at a latter time once they get some of the primary engines running how they want. It would be a waste of time to code the ai for how a faction works if it has to be redone each time there is a change to base game elements (like the population and improvement changes). They also probably want to work out something to make them have more relevance as the las
One thing Id forgotten to add to my last post is supporting the ability to build watch towers or some other destroyable structure to increase line of sight and or maintain surveilence of an area (such as trade routes or choke points). As someone else said sometimes cities or improvements are placed just to increase the area you can watch (they could also be set up so that a stationed unit can put up an alert for when they see a monster or other faction in their range (perhaps with a coo
Anouther way to reduce the city footprint is to have the buildings allow you to assighn your population to working on different tasks. Say that the study allows you to set up to 100 population (or a given % of total city pop) to research at the rate of X per person. This makes the building of anouther study a loss of the building time/materials if the current one isnt fully used. The building level upgrade could then cost but increase the research rate and or the a
For some reason when I saw Delin the Pyre of Man I imediately thought of Burning Man (or Wicker man anyway) [e digicons];)[/e] I like the idea that monster lairs can raid places within their territory (could also have cases of monsters fighting eachother when they are incompatible (like a dragon raiding a nearby ogre or darkling camp or ogres fighting darklings) or too close together. If they ignore eachother it kind of works as a combined defense of the area if they have simil
Aegrand Battleplate - magical armor w/ increased defense (a word evoking aegis and greatness for better protection) Veteran - unit starting at 2nd experience level Ashwake- red dragon name (an apt description into a name) Clambercoil- green dragon name (derived from the imagery of being overcome by vines/nature-overgrown) Looming Matriarch- Giant spider name (weaving mother- couldnt come up with a good spinster or widower combo/name and widowmaker is more
Im also curious about how much time it takes to create the animation for each step. Can an existing animation be modified by giving a start and end point for key parts of the body (potentially making additional animations easier as you can cut out redoing some of the work)? How does skinning the model (such as with the cloak) interact with the base model? Does cloak movement such as from a breeze or unit movement get animated separately or in conjunction with this animation?
The selection wasn't bad, but I have to agree with the blandness. Maybe it was the implementation part that pruned some of the other entries, or they were aiming for more common or basic unit skills. I figured the assassin one was the most interesting as it encouraged a change in tactics (making a single unit viable vs. a group of units), and being a trait that could be on a champion or normal unit. Plus the stealthed till detected/engaging part is cool. <p
a second one i thought of for elemental class creatures only Like Clockwork- the unit can not have its movement reduced (from spells or effects- or optionaly from equipment as well)
My entry- The Devil's Luck The unit with this trait is said to have the devil's luck (or an Elemental analogue there of). This trait represents the unnatural ability to survive situations that would kill any mortal creature. Even supernatural luck runs out however, and the tragedy of the past still casst a long shadow. The unit with this ability is saved at the brink of death when reduced to 0 or less HP in battle. The unit is teleported to the nearest friendly
I like the flavor text stuff, could be set up in game as a reference where after encountering/killing one, it would have the flavor text and some general info about the creature. Such as if it poisons, or does elemental damage (but not any specific stats). I think the Ignys is pretty cool looking but I agree with one of the earlier posts that the slot of 'minor elemental' shouldnt be filled for each type by a reskinned snake. Especially for elementals, they should show as a
For the faction tokens wouldn't having the second tier cost 2x the first tier work to accomplish the limiting effect on production you are aiming for (perhaps in conjunction with a spell cooldown time) Either way the tokens could be named as marks (a currency and show of allegience) or factionite (or something similar). You could have greater and lesser versions of the shards if you go with the 2 token type setup, and could have the ingame description as process where the philosop
[IMG]http://img840.imageshack.us/img840/116/dllaborpitbuild.jpg[/IMG] dl labor pit build tile, may change to a different effect by the rising forge thing edit: also should I keep the human sacrifice implied by having the pedestiran on the pedestal? ill try to get the ones i have left tested tomorrow so i can send them on their way
do you guys think it would look better with the top of the head tilted back more to expose more of the lava in the mouth? I used a large cook pot with a lava effect in it, sharp rocks, a pair of windows and some of the building parts at the bottom of the list in various sizes. :) The circles of arches look really cool. From the side it kind of looks like a fountain. Is the floating script on the one tile a particle effect I assume?
alternatively you could use cook pots if they look ok color wise as they have an orange content. if you want the side forge things edit:first pass at new labor pit (demon forge) [IMG]http://img717.imageshack.us/img717/110/dllabor2.jpg[/IMG]
To target only champions and soverign you could have the spell create an item (that sells for 0) and then they use it on themselves (though that would only work as a cast on self spell unless normal units can use items such as healing potions and jerky....
The Goblin stuff looks good. The monument has solid visual impact that draws the eye to its awesomeness. I like the decal thing with the Golem stuff too- a good way to get the magic script effect on a tile without impacting system performance (or having to edit a new effect). I agree that the new one looks better repeated. Moving the towers a little closer would make it look more like one building instead of two connected ones. Ive got a new plan for the DL l
I haven't messed with this before. What are the file type and technical specifications (dimensions) for the icons? Are there style or other preferences? I may have some arcane looking doodles and such that i could scan and tweak when i get a chance/time (probably pulling OT this week) that may work as a spell book pic. Also, can a new particle be created/modded in to enhance the cauldron/effects? Ex. something along the line
you might be able to use something like the fallen tent circle thing, water wheel or a series of rotating discs for a gear chain as a windmill is primarily used for pumping water for irrigation and water mill for grain grinding.