i'm mostly annoyed over the descrepency between a "medium" army and a "medium" quest followed by being whammied by a 80 damage spell that killed every single unit i had in my army as soon as the screen loaded. i rage quited and played league of legends to calm down. Balance issues bother me. When someone says i'm an engineer not a game designer it makes my eye brows curl and i go all cro magnon man .... =P sigh
Glowing_Ember
I liek the "my army is medium, the quet is medium ok seems fine " fight loads, enemy casts a spell - bang all my army dead .... yeah..."
what about the quest that spawns an air elemental shard - that would be somehing to look at.
I would forward a guess it has to do with the size of its visual display but it's a total shot in the dark. Could be how far it's allowed to wander on the map. -1 meaning not allowed to chase.
[quote who="Heavenfall" reply="6" id="3233919"]Edit2: Oh yeah, there was that 3d rts scifi game where you played like normal but on 3 planes/maps and you had mecha units that could be customized slightly. A part of that game was collecting and re-using parts for those mechas. I think they changed graphically as well.[/quote] METAL FATIIIIIIIIIIIIIIIIIGUE !!!!! loved that game.
thanks seanw3, you have a great deal of perseverance in this. :)
can you spawn an item in a hero or units hand ? say a sword. I was thinking you could take the weapon, or weapon and shield and add it to a units inventory via data so it can't be sold, and then take the item saved in data into the units hand, either weapon, or weapon and shield. you could conceivable do the same thing with armour if the idea works. I just don't know if the modding capability allows for this. you can then use the upgrade function as normal to i
I've been playing around a bit in the game to see how you can change things around in the first 40 turns of the game depending on choices you make and i discovered something that really confused me. When it comes to discovering fertile land you can find it by searching around for it, however, and this is the part which i found really frustrating, you can make it by pushing out your zone of control. There isn't really anything that shows you what the land will be like when you pu
err, yes, disable = remove, err sorry i thought that was clear.
well, you would have to disable that spell as well most likely, or give people a limited number of chances to cast it - could the ai handle being able to cast it only 3 times ? hmm.
BUMP! I am going to have to gow through tthis whole mod forum to get the info I want, lol, can we make a sticky to reference threads like this, or a modders info on the stardock websit ? Looking forward to the mod testing stage of beta.
I'm intrested in doing some future modding when some tools are availabe to so it but i wanted to test the waters a bit. I will have a look at what some of the mods that people have been doing to see how they did some things but i did have a few specific questions. Is there a sticky faq for the forum ? can we get one please ? How are you adding new models to the game and how are you dealing with unit animation ? I believe i read you
We agree on the mechanics of the system but i just don't like it. I get the feeling your getting twice the bonus for a single item.
i mean that if i already have a city tile that has a higher food value because "wheat" or "fruit grove" is next to it, then i get even more food for harvesting that resource. How does that work then, i'm getting the bonus for the wheat and grove twice. If i have a city that gets a materials bonus becaue clay or iron is near it.... oh well.... shrug... upone rereading what you wrote, i believe the areas that get the increase are smaller than
i'm sure this has come up in conversation before, but doesn't it seem counter intutive,that a settlement will have a higher grain or materials rating if the "wheat", "fruit groves", "clay" and "iron" are near a settlement, because your giving a boost to something you are already giving a boost to... It just seems to me to want to keep those two systems seperate in order to give a more meaningful benefit to the world resouce tiles. I'm not trying to go backwards
Make it a pet rock simulator. have the art department make 3000 different stimulating skin variations. (see i still have a sense of humour)
I'd like to thank stardock for making the beta fun. It was nice to see them turn the game around into something so much better than before. Since the game is mostly feature locked and the devs have had a strange method of giving feedback to the forum beta testers (right or wrong I do understand why they gave little in the way of forum feedback.) I so have a great many ideas of how the game could be improved further, but is one main reason why i stopped putting them forward. I personally l
I also like to see an option where you can have a battle with someone and have it lower your relations without an automatic declaration of war. It would be nice to have a few skirmishes as a prelude to war instead of "Bang. War. Blitkrieg" happening every time. This kind of fighting gives you a heads up if you need to increase your standing army instead of the king of hill approach we have at the moment. Might open up the option of raiding and stealing resources from others without decl
[quote who="Madcatter" reply="8" id="3222623"]I'd rather have Idle bonuses that don't require additional micromanagement for a payoff that only amounts to Building +1, Building +2, etc. Interesting buildings are good. Not interesting buildings are just additional clicking. And your pioneer example still happens with building, even though it's disguised. The opportunity cost is simply transferred to a potential building's bonus (which will have cont
well, my take on this is that the zone of control represents the combined military, magical and political means a sovereign has on controlling the world around his territory. Resources are funnelled into towns, monsters walk out of your territory if they feel weaker than you, attack you if they feel stronger, and ai's ignore you and plop an outpost down right in the middle of your territory (jk on that one, but it fees that way). It makes sense for settlements to send out a zone o
orc text attack... edit: sorry actualy i tried to read your post but my eyes got all watery....
essence may not be the most effecient way of doing something if you sit down and crunch number, but it gives you an immediate problem solving solution that bypasses the build queues. you need more growth, pop a spell. you want stronger army units pop a spell you want gold, pop three spells, you'll get research and production out of it too. it can be a pain finding a 5 grain tile plus food tile resources to boost it, and many 4 material tiles only
There is no incentive to create a city without any essence. essence makes everything better but you don't lose anything by having it. I would like a reason to build a settlement with no essence in it to allow for more options, otherwise i will only build on spots with essence and raze everything else to the ground. Deny the population to teh ai's and move on to other things. I like essence, but the comcept needs more fleshing out. There's no dynamic pull to the system. Som
also, i find that if there is something about the idea that makes you twitch because you find it limiting, then your onto something that gives the idea value and you should think about why you don't like it.
note that for my mages i use dodge instead of capacity