Something to stop my 4-5 move sovereign from just aiming for the enemy cities, blasting past all the armies... Not sure I agree xD (jk). Something similar in any way would benefit the game, since stopping some mounted troops would still be hard with Zone of Control, even now it just becomes "ridiculous" as my mounted units just blast past all enemy troops because its only important to beat the cities, then watch his economy falter and armies fall to pieces. Sincerely ~ Ko
Kongdej
Just out of curiosity, how would you plan on making this appear in custom factions too? Sincerely ~ Kongdej
[quote who="seanw3" reply="9" id="3122474"]To people who don't know, check out Galactic Civilizations 2: Twilight of the Arnor on Stardock Central. It is the best Space TBS game I have ever played. The AI is the best in any game I have ever played. Also some sweet Stargate, Star Trek, and Star Wars mods for it. [/quote] Tried it, didn't like it ^_^ Sincerely ~ Kongdej
Seems like I was wrong, did some (rather extensive) testing with 2 heroes and 1 unit of militia, now I just need to grab a more powerfull unit and my newly built Sion to complete the testing, and I will probably post up some results in a new thread. I must have dreamt of some weird xp system or something since my memory thought this to be different, the xp system was updated at some point? Sincerely ~ Kongdej
[quote quoting="post"] having only -1 initiative for heavy and -2 initiative for encumbered seems too low. I mean no wonder we have seen initiative penalties on the armor pieces themselves, since weight does hardly nothing. I think for encumberance to be the sole initiative penalty factor ... it should have a max of -10 initiative. What do other people think? [/quote] ATM I feel the initiative system is broken, highest initiative doesn'
My answer to the original post, I do not find it odd I can equip them with daggers, as I do not see Daggers as knifes, but very "big blades", 30-40 CM long, though the current system doesn't reflect this very well, I do like the idea of people using agility and daggers to strike fast at vulnerable spots in the armor. Sincerely ~ Kongdej
Personally I like games where I have around 3 well developped cities, and meaby 2 cities focused on income. I usually focus high grain spots for high research cities, and one high material slot for army spewing cities, having 1-2 of research and army spewing devices in a game. That said, ATM there is no Real penalty to city spamming, so I do that... Cant answer the lvl 5 building thingie until I get a list of lvl 5 buildings ^_^ only seen 5 of them since I only ever had o
[quote who="seanw3" reply="6" id="3121464"] Quoting Kongdej, reply 2First one, not true, you split your xp between all your units in the group, or said in other ways, you get less xp on your heroes if they are accompanied by other units, (non heroes). Incorrect. Say 100XP is given from a battle. 50XP is given to each regular unit. If there is one hero in the army, it will get 100XP. If there are 2 heroes in the army, they will get 50XP. If there are 3 heroes
[quote who="seanw3" reply="7" id="3121574"]GalCiv2 has the best upgrade feature in any TBS game. I would love to see something like that here.[/quote] To people who don't know that, what is it sean? Sincerely ~ Kongdej
The basis of me stopping to arguing about this, is that when you like the old cities and come with a really good way to solve some of the problems, no one listens... Sincerely ~ Kongdej
[quote who="Glowing_Ember" reply="3" id="3121106"]Well, i was just a little surprised when i upgraded my mounted mages with firestaves into lightning hammer and shield mounted shocktroops - had no idea until then that it would upgrade into a diferent unit type, although i was suspicious when it offered the weapon upgrade since i hadn't ressearched bows yet and did not have the snd staff researched yet. was sort of amusing since then my three traits aded to the unit were completely useless
[quote who="UmbralAngel" reply="3" id="3120995"]Its weird that in the article he called the spell of making "the spell of mastery." I don't think Stardock would have changed the name... so maybe the author is a fan of MoM?[/quote] Same Same different name xD Probably though, I get it confused too. ^_^ - Sides, Spell of Mastery sounds better, and more... "realistic", meaby its me imagining the world wrong :D. Sincerely ~ Kongdej
[quote who="UmbralAngel" reply="1" id="3121002"] b )you are losing out on potential exp if at least 1 hero isn't at every single battle. Since it is difficult to get a large number of heroes, in the early and mid game, this could also restrain min/maxers from playing without stacks of doom. Maybe giving out experience more liberally from quests and other means could help resolve this. [\quote] I like this idea, making combat less of the "XP giver", ofcourse it would cause tho
[quote who="UmbralAngel" reply="1" id="3121002"]So far they have put in a disincentive for a stack of doom that is mostly heroes. The fact that heroes split experience among them makes it potentially more effective to have only 1 or 2 heroes in each stack, each with their own group of normal units. Or, they could change it so that exp is split amongst ALL units. This would make you try to win every battle with as few units as possible if you are min/maxing, and make you have
[quote who="XATHOS" reply="135" id="3120958"]People are going to bitch regardless of whatever choice is made, but I am curious if it would be easier or harder to develop LAN support on this vs. the standard online multiplayer. Honestly, I'm really only interested in playing this with friends coming over to my house vs. strangers halfway across the world. I think pursuing LAN support would be easier and more feasible to do.[/quote] I understand you totally, I have 1 friend where we
[quote who="seanw3" reply="63" id="3120824"]You trolling Kondej? The advantages are multifoliate.[/quote][quote who="seanw3" reply="63" id="3120824"]You trolling Kondej? The advantages are multifoliate.[/quote] Lets just say I dont like the 1 tile city thing, and keep it at that... (I cannot, how ever I like see any benefit beyond some Ram savings, any that cannot be fixed in another way anyways) Sincerely ~ Kongdej
Go Martimus, Go Martimus... My only problem with the current cities is it leaves some mechanics to be changed by the game creators to be perfect, my biggest problem with 1 tile cities is, I have seen that so many times before >_ Sincerely ~ Kongdej
"Make it so that "- initiative" is strictly based off encumbrance and nothing else, and make it so that the "wait" option bumps you back a few initiative phases rather than if the model had actually acted, and I think we would see the Initiative system make a lot more sense." Talking about willy nilly initiative systems.. I think this would make me feel empty about the initiative system, again strength becomes the attribute to deal more damage, AND act faster... for some rea
[quote who="boredpeon" reply="9" id="3120164"] Customization overwriting has always been there. At any point in time you select an item that covers the same area as an item already worn then it removes the old item. As in, if you pick out clothes, then select a robe, all your previous clothing choices are gone.[/quote] But that doesn't mean there should be a little box that helps preventing your whole created hero be deleted.. Sincerely ~ Kongdej
[quote who="Tasunke" reply="9" id="3120155"]Hmm. Honestly I think I would prefer if every 10% of encumberance gives -1 initiative. Either that or 0-25% = 0 penalty 26%-40% = -1 initiative 41-50 = -2 initiative 51-60 = -3 initiative 61-70 = -4 71-75 = -5 76 - 80 = -6 81-85 = -7 86-90 = -8 91-95 = -9 96 - 100 = -10 Eit
[quote who="Ragmash" reply="5" id="3120184"]And this is a bit of an aside, but does it (or has it ever) make anyone else nervious how units with outstanding movement orders will only automatically progress to move /after/ you choose to end your turn? It is subtle, but really unnerving personally. I'd much prefer all such movements to take place upon the beginning of a turn! [/quote] Well it takes part at the end of your turn so you can get to chan
[quote who="Elrhamlin" reply="3" id="3120364"]Spider typos, I was running a kingdom custom sovereign; hence no wither available.[/quote] Fair, was just speculating, Ill try to pay attention to spiders in my current game. Sincerely ~ Kongdej
[quote who="Lantros" reply="131" id="3120139"]@admkiza First, we talk about a genre here. We talk about a 4X Game. Not only that, we talk about a turnbased game. We don´t talk about MP overall. And here are some numbers from frogboy about your so called "backbone" for this genre. Now, that said, someone asked for some numbers. Here are some facts that help provide some context to the discussion. 77% of the Demigod user base after its first year had
I would agree that outposts should stop just building cities abit more, and meaby city borders too (if the city is placed AFTER the outpost). But I think this should be considered when we know what kind of cities and outposts we want to keep. Cause right now outposts are just spammable silly wooden structures that allow you to grab resources, they seem abit dull to me to be honest. But at some point, I hope there is a way besides cities and wars to have the AI keep a lit
[quote who="seanw3" reply="3" id="3120110"]Press F1 to see all keyboard commands. Just kidding, but wouldn't that be nice?[/quote] It really would ;) Sincerely ~ Kongdej