pillsbur

pillsbur

Joined Member # 644889
12 Posts 80 Replies 9,390 Reputation

Hey! Thanks all for the arm-twisted comments I wrung out of you [e digicons]:grin:[/e] . Maybe another topic should be what sort of quests (included or modable) might be fun in have (and maybe not too hard to code) especially in larger game worlds. The ability to have quests leading to other quests could be kind of neat and I imagine that a very creative person could put a really nice additional story/flavor/adventure on top of an already great game.

14 Replies 67,484 Views

I am sort of sad that no one has commented on one of my ideas. It was at the end of the post and so maybe did not get as much attention as the first part. Or maybe it was just a bad idea! But even tearing this idea apart would feel better than neglect. Please forgive me posting this again but I would love some feedback on this: In a really really large game world-maybe other game objectives could be developed. For instance, given the potential for unit

14 Replies 67,484 Views

I guess that I am against limiting cities numbers as well. But after that, micro-management sooner or later becomes an issue. At some point in a really large map when you have a gigantic empire, it might be nice to hand much of the production, city building and trade control over to the AI (supplying it with a few guidelines) and concentrate on things that would be really fun to do on a big map --moving massive armies, concouring the wilderness or next nation, diplomancy, putting

14 Replies 67,484 Views

OK. I am really interested in Brad's description of how large these games can be-much larger that current 4X games. But one thing I have not see discussed here to any length is this: If really large games are possible, what (if anything) might need to be considered to make these uber-games playable? Do game mechanics that make a smaller-world games wonderful directly scale to much larger games? For instance, city management that is fun for a few cities might be a micro-manag

14 Replies 67,484 Views

Brainstorming on the previous post (good ideas by the way): earth-water- erosion (loss of fertility), maybe ice effects should be here (water turning into a rock-like ice)-glaciers, create wetlands? better preformance (movement, fighting) in wetlands? better preformance on ice/snow air-water- faster sailing, water spouts? better preformance on open water earth-air -dust storms? better preformance in mountains? water-fire -steam -war machines? better

34 Replies 95,447 Views

I think it would be neat if there were small skills or benefits one could gain if a nation owned at least one shard, or maybe special ones if you owned two different shards (a little boost for rainbow wizards). For instance, if you owned and air and water crystal, your nation might get a ships might get a slight bonus for sailing. Not a big advantage but if it fits your particular strategy you might want to put in the extra effort to get that air shard. Fire and earth - enha

34 Replies 95,447 Views

Really interesting idea. If the computer did decide "safe" places to settle, perhaps nation attributes could modify those place--like the skill "woodlore" would make it more probably that you could successfully settle in the middle of a forrest patch.

19 Replies 71,613 Views

I guess to clarify or expand, I don't wish to limit the discussion-I was looking for ideas that could be major city-improvments, fraction improvements, or maybe continent improvments/changes. Someone (I forgot who) in another thread mentioned the use of magic guardian statues. I imagine this as a potential mega-project for a city. If a city achived this project, they might have the ability to produce 1-3 magical statues that a hero could place anywhere on the map to see li

4 Replies 39,762 Views

Threadjacking-I like that term! Not that I can program my way out of a paper bag, but i think a slider on Shard mobility would be tough for AI. However it might be able to handle a all or nothing approach (two different behaviors). Or again, have large unmovealbe shards and also small movable ones (shrads?) that allow some advantage-Maybe three shrads equals a shard. Anyway, with movable crystals, a good theif, or a magically enhansed hero could preform ledgendary feat

43 Replies 104,598 Views

Hi Folks On another thread, we were having an interesting discussion on how to makes seiges more interesting. One suggestion I had (in way of suggesting tactics and counter-tactics) was to allow cities prone to sieges to build a mega-project (like in Civ) called "hidden tunnel" or something like that. This would build a tunnel out of the city to a hidden enterance. Benefits might be the continuation of trade, food, and raw materials during a seige (assuming a sieg wo

4 Replies 39,762 Views

I like the idea of fleshing out seiges. Any enemy army standing adjacent to the outside walls of a walled city should lower or stop food, material, and trade going into the city. This there seems (by reading some of the descriptions for how materials like metal will be distributed from city to city) a mechanism in place already for a city to store materials and food. Cities prone to seiges could try to expand these capasity (larger silos?). It would be cool if cities h

43 Replies 104,598 Views

I like your comparison![e digicons]:grin:[/e] Altough the "one ring" was certainly worth a seige battle.

43 Replies 104,598 Views

I like this idea to a degree. Nearly anything that could be considered a "game within a game" (like this idea to counter spells) would make the game more attractive to me. A simpler version of Pigeonpigenon's idea might be for a caster to have the option of countering any spell from another spell caster as long as he also know the spell. So, caster A could have the option of cast a spell called "bounce" (or something) at the start of the battle. Then when caster B

9 Replies 7,341 Views

I like this idea a lot! I can also imagine it being very hard to code the AI to deal with all of these options. Still, it would make for some interesting game variations so send troops deep into enemy lands to retrive shards (or shrads). It does not need to be nearly impossible to get "turtled shards" back. Options might include: -the traditional storm the castle-the city might have the option give up the shard to spare pillaging of the city. -a very

43 Replies 104,598 Views

Pigeonpigeon-Thanks for saying I spell better than most but I have deceived you-I just try to avoid the words the give me trouble. Good idea about changing the mispelled title of the post -but since this is my first thead/post not sure how to do it. Will have come up with another solution. Interesting discussion- I agree there should be a boost to find shards by scouting skills or magic and that they should be found in various states -unguarded, part of monster hoard, held

43 Replies 104,598 Views

Thanks for the reply. In answer to your first question- its not really a mystery. I am a horrible speller. I share your concern about a snowball effect (stronger players finding more shards and becomming even stronger) but this will tend to happen with just about any system. If anything, making them harder to find will slow this process down -not speed it up. Also encourages world exploration early in the game. -I also understand your concern about intr

43 Replies 104,598 Views

First Post ever- If the shrads are indeed randomly scattered across the world. I suggest that they be sort of hard to find and associated with a fair bit of risk. For instance, I like the way that magic sites are found in Dominions: stronger mages have a better chance of finding things. It would be very interesting for the game if: shrads were invisible from the main map (they are small and hidden), low level units had a very small chance of finding a shrad (like 1%)-even if

43 Replies 104,598 Views