Does anyone know of a way to hold / root a unit (with a spell or effect,) without them losing their turn completely so they could still attack or cast a spell, with the XML? As far as I can tell minimum combat speed = 1. I know about ChanceToLoseNextTurn; it's not what I'm looking for. Thanks.
mqpiffle
I'd like to see in XML: Any 'thing(s)' should be able to be a prereq to any other 'thing(s)'. By 'thing(s)' I mean spells, items, buildings, techs, resources, skills, quests, NPC's, etc. Also, more game modifiers please. [e digicons]O:)[/e]
Game modifiers. More, please. Love the idea of global events, a la Alpha Centauri and Civ IV. Never played GC2 though...might need to check that out.
I'm experience a similar stuttering during the entire game process. I would happily supply the dxdiag if I knew how to get that information.
Just updated to 1.19beta...game gets stuck at splash screen (not responding. ) EDIT: nvm...got it
Do you have 'Use Mods' selected in the game options menu?
Not this. Include dungeon crawls all the way. Quests should be able to be run by onlu sovs / champion units,[quote who="Alstein" reply="14" id="2850505"]I'm assuming there won't be a ton of dungeons, and there would be a decent risk involved. Also you only get a level 1 adventurer, who would have to be protected. Honestly, I don't think dungeon exploring should exist, except in the sense of how it was handled in AoW. I can see it bein
Strength requirements: The heaviest armors should require an insane amount of strength to be used effectively in battle, and even then should severely limit ones action points per combat turn. Remember IRL full plate was primarily used as a ceremonial armor. And then to use anything heavier than a pea-shooter as a weapon whould require god-like strength. Plate armor was devised to counter sword slashes, and is notoriously weak versus piercing (the little cracks between the
Similar issue here with a crystal foundry. Stuck at 0 turns to complete for several seasons so far. http://picasaweb.google.com/mqpiffle/UntitledAlbum#5550750137756298978
I like the 5 pronged tech tree because it emulates the elements (civ=earth, war=fire, adventure=air, diplo=water) plus magic, the traditional fifth element of pure energy. Please keep the five tech trees just rework them. Also some advances like better weaponry should be left to the type of citizens one employs. Also the tech trees ought to interact with each other, because not everything is black and white withing a single tech tree. I propose a more abstract
I think the five tech trees are good. Think about the possibility of using the Adventure (or Lore, or what have you) tree for training sovereigns and champions to become questors. What I mean by this is whereas the warfare tree should be used basically for sieges, creating armies, training cavalry and/or archers from the populace, the adventure tech could be used for acquiring skills for your adventuring party: scouting, dungeon delving, dragon slaying, etc. While I have n
Lost my kingdom border in my current 1.09q game...not sure how to upload a screen shot.
Civics tech no longer allows one to build either a library or school (with city level 3.) Was that an intended, undocumented change for 1.09q?
[quote who="Istari" reply="41" id="2838238"]My two cents: Deciding which words to use to describe needless violence and killing is an utter waste of time. War, terrorism, etc., it doesn't matter. Julian Assange could not do more harm to the soldiers or civilians in Afghanistan or Iraq than what the U.S government is doing on a daily basis, even if he tried. A lot of people are very sensitive when it comes to the soldiers. The soldiers have been lied to, just like everyon
Buildings ideas: Instead of constructing 12 of the same building in one settlement, limit production to one building per settlement. Allow the buildings to upgrade in level allowing more citizens to work there. This can be fun in a few ways: If a player wants the building to upgrade they must physically plan their city so the building can grow. (ie level 1 - 1 square, lvl 2 - 2 sq, lvl 3 - 4 sq, lvl 4 - 6 sq, lvl 5 - 9 sq, etc) Then as a buil
There are lots of "build a huge army as quickly as possible and go destroy everything on the map" type games already in existence. It would be nice to have a game with real and lasting strategic and tactical depth within and among all facets of the game. I would love to play a game where each individual game world could persist for days or even weeks, where I can micromanage whatever aspects of my realm, heroes, citizens, economy, buildings, quests, etc that I desired. <p
[quote who="Gwenio1" reply="25" id="2812594"] quoting postToday we’re talking about different ways we can streamline the creation of resources. A long time ago, we wanted to put in a system where I could mine ore which could be turned into ingots and so on. Basically, one resource being turned into another resource. Having lots of specialized resources on the global level is un-fun, but on the city level it can add some interesting options. The current global
[quote who="FallingStar0280" reply="18" id="2812566"]One option that uses elements and concepts in game already: Treat resources a bit more like mini cities. Basic idea would be very limited city square slots (maybe 6 square max? I don't even know if this concept is still planned to be in game, but it could be used here). I'll use an example of a horse resource. Lets say you want to have not just basic horses, but also superior horses, you add a
I would prefer 'materials' and 'metals' be broken down into their true resources (wood / stone / clay / hide / iron / mithril ) etc and then refined using various combinations of buildings / magic and citizens / heroes. I think hills should be able to be mined for stone and regular forests for wood, then have more specific resources like marble / gems / oak grove / yew patch / whatever, as they already exist in the game, except with more variance. I like the above idea of using caravans
I would like to say this is one of the more enjoyable games I have played in a while. I am also very excited Stardock is bringing Kael on to kick some a$$. I wish everyone there the best of luck. One positive, or upcoming (in v1.1) positive, of the game that comes to mind will be the ability to construct multiple buildings of the same type in one city. It will allow for the cities to take advantage of the surrounding resources and make each city truly