[quote quoting="post"] Anyone else have this feeling/experience? [/quote] YES!!! [e digicons]XO[/e] Resource nodes and monster lairs tend to come in pairs too. Please SD! - can we at least get some word on this?
cardinaldirection
[quote quoting="post"] Anyway, some might find it interesting. [/quote] Indeed, thank you.
double post, didn't realize i hit quote instead of edit
I actually open with Knowledge quite often, as a general fall-back if I can't tell enough about my immediate surroundings to decide upon something else to start with (leather-working, shard harvesting, etc..). Contrary to popular consensus, I don't care much for the Civics Rush. I like to keep my tax rate at none for as long as possible, so gold can be scarce in the early game.
[quote who="GFireflyE" reply="1" id="3370521"] Would really Really REALLY love it if in your custom faction creation there was a spot//dropdown where you could select the type of landscape you want. [/quote] [e digicons]k1[/e]
I've always wondered why these aren't displayed on the hover-ups for each choice (in the city level up window) - the information is quite important, and relevant to the decision.
Now updated with new battle screen - [quote who="Chainmale" reply="2" id="3368710"] Any chance you could keep an eye on centering the hud..? Consider my Eyefinity res' 5760x1200 on 27" monitors, wich makes the current HUD 6 feet apart. The game looks decent and plays fine but my neck quit workin over time. I don't see much of the date out there unless I have to and
[quote who="Penetang2000" reply="8" id="3369650"] Suggestion: Champions lower than a certain level (5? 10?) should be "Squires" which do not further split the experience when grouped with another Champion or with your Sovereign. [/quote] I like this idea.
[quote quoting="post"] 1. Level ups: Heroes get two picks - one general and one class specific trait; Henchmen get one pick - general or trait specific. [/quote] Kael, this one^ Permitting champions to select two traits upon level up is the perfect solution to many balance/flavor issues that are currently being reported - such as passive stat enhancement traits being unnecessary/boring, champions leveling too slow, and melee champions being too weak, (I'm sure I
[e digicons]k1[/e] Good suggestion
Turn off "Snap back when rotating" in Advanced Options, and/or try the number keys 1 through 5.
Hahahaha [e digicons]:grin:[/e]
A streamlining of the gooey (user interface) for Legendary Heroes in higher resolutions. Now in 11 "faction flavors", with updated battle screen. This mod may be installed, updated, color-swapped, or uninstalled without needing to begin a new game - LH will just need to be restarted. Figured I'd share my UI, and continue to
Yay - I'm really excited about this one too. The game-play described does indeed sound extremely intriguing, and Double Fine does top notch work.
[quote who="DaveDash" reply="6" id="3366636"]Some other suggestions: Game option for champions to die after sustaining three injuries (or "hardcore mode" where they do not respawn at all); More use for champions outside of combat - for example administrator champions being more limited to administration abilities, and gain levels in cities;[/quote] [e digicons]k2[/e] A simple means of enticing more out of the administrative experience would be convert a bunc
[quote who="Frogboy" reply="4" id="3366590"] It's the fastest selling Elemental related game yet. It's doing substantially better than FE which itself did pretty decently.[/quote] Congratulations! [e digicons]|-)[/e] [e digicons]:beer:[/e]
Frog, are you designing any of the games?
[quote who="Sythion" reply="12" id="3366086"] This sounds very much like the timmy, johnny, spike idea from magic the gathering: http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr11b. Different people value different things from systems such as these. It seems the Spikes are going to naturally have no trouble with the idea that some stuff is crap or that some of the advantage's aren't flashy, while Timmies generally will. However, right now I se
[quote who="mqpiffle" reply="31" id="3366063"] #3 is my fave. Best of luck to you, Stardock![/quote] I second these notions.
Here's a basic one from FE: https://forums.elementalgame.com/433264/page/1/
Hah, cool [e digicons]:andrew:[/e]
Very intriguing jshores... I'm curious to see how that tightens up game-play, and how the AI will handle it.
[quote who="krejci" reply="26" id="3364148"] I yet have to see 4x game with multiplayer which would retain its depth and would not require 10+ hours uninterrupted sessions (something what majority of players simply cant pull off). [/quote] I feel the Age of Wonders series refined the mechanics nicely. Check out the play-by-email-wrappers.
[quote who="Heavenfall" reply="9" id="3364123"] I copied your xml, added the same XML I did above to the end, and it shows up on sovereign selection screen. What we have here may be a very obscure case of the XML having to be read in a particular order. I am curious if you guys can make this work by putting the xml at the very end of the unittype.[/quote] Nope - repeated your test exactly and it didn't show up. I'm p