What about Channeler's existing family? Social status matters a lot here: First son of a noble house. (starts with some gold, will inherit an estate on father's death). Commoner, Second daughter of a noble house. (bonus points for not inheriting anything - although second daughter can be fun with assassinating elder brothers) Noble who already inherited (costs points, starts with estate, gold) Also, I'd like channeler customisation to onl
LDiCesare
My 2 cents: Magic flavour. Provide bonuses, or just starting ability, to earth or fire or water or air magic, a bit like in MoM you selected spell books, or magic paths in Dominion. You can always get other books/empower later on. Family . The sovereign could start with brothers or cousins, so he could have relatives on the map, either independent but friendly, or as extra units accompanying him at the start. I'm not clear about Fertili
You might want to put text to explain where you see a bug? My problem is that the stacking as it is makes it very hard to select a unit. I can't understand the system at all. When I get two units in the same tile, They can either be one by the other, looking ugly, or merged with a bigger base. If there are several units, not in one stack, they should really be in different positions inside the same tile because it's a pain to select one. If you manage to get two units in one p
Interesting thing with the CDATA for computations. Iwould like to suggest the standard Dominions' NAP duration to be available, namely -3 = needs three turns before cancelling. Basically, -1 currently means infinite, but I guess it can be cancelled immediately (like peace treaty ends when you declare war). So if I want a NAP that requires 3 turns of warning before it's actually cancelled, and the game enforces this, a -3 value could be used. I think this duration is ve
[quote]If your troops are already in their territory then its too late right? So what are they supposed to do, declare war upon you?[/quote] Yes, declare war. Probably declare war before they reach your heartland. A good way to simulate that would be to provide open borders only through certain parts of your territory, like through a corridor leading to common enemy land rather than through all the territory. It might be painful to draw the corridor and would need some uithinking but
[quote]The point is to not allow total destruction of an opponent on a sneak attack. [/quote] Well, I want to be able to do that. If a player can see your units and lets them near all its cities when you pretend you're sending them all to someplace and obviously your units aren't going there, then he deserves what's going to happen. If the ai can't be coded to avoid that, then sure take counter measures, but don't have them prevent simple things like attacking the city on your
[quote]And we're huge Bioware fans here, so we'd be making a 3rd person view RPG. [/quote] Well, Bioware's aurora engine was used in the Witcher which plays better imo in 1st person view. But they reworked the engine a lot as far as I know, seeing the differences between The Witcher and NWN2 (particularly loading times, general smoothness and memory leaks). Anyway, RPG's don't need 3D engines. Long live NetHack! [quote]Goodbye Yay the Barbarian... You died in T
[quote who="Climber" reply="43" id="2454678"] Quoting CariElf, reply 41 Teleporting the affected units out of enemy territory when war is declared keeps the code simple. Maybe we can look at changing it later if a lot of people are against it, but for now there's still a lot of core functionality that I'd like to be worrying about instead. I am against it. I assume a lot of people in this forum against it, but should I make a poll out of this??<br
I have two grammatical remarks about your skeleton: [quote][the peoples of Teuton] would carry[/quote] works fine but what if it was [quote][the peoples of Teuton] carry[/quote]? If you remove the 's' in people, you need to conjugate 'carry' into 'carries'. English grammar is rather simple (verbs often don't change) but localisation for such stuff may be a nightmare (translate into French or Spanish for instance). Anyway, gender and plural, in English, are going to be an issue
[quote]Then you simply don't understand what a game engine is.. http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games Tons of these games, for example are nothing like a FPS.. Mortal Combat vs DC Universe..Adventure pinball... Harry Potter...[/quote] They are like in the sense they show about as many characters. Does any of these show something like hundreds of soldiers, each with its own animations, at the same time? Is there a single RTS developped on this e
Back to topic, who launches dialogues? Can dialogues be initiated by individuals or leaders? For instance, let's say there is a Sphynx unit somewhere. When you meet it, it spawns a dialogue and if you answer correctly, it joins you, otherwise, it eats you. Does the Sphynx have to be a leader of a faction, does it have to have its own faction, or can it be a character of the Neutral/Barbarian faction? In the latter case, which is probably the best for mod
[quote]I don't think that it is actually a good idea. Ok modding is cool, but I expect mods to be variation of the same style of game. I don't expect to get an RPG or an First person shooter from a 4x strategy game. I expect another 4X strategy game as a mod. I had the chance to try an RPG mod for starcraft and it sucks. Because starcraft was not designed for this and that is OK. So yes, you can allow yourself some flexibility but you cannot make a game that could recreate any gam
Actually, I saw one occurence where a caravan was attacked and a spearman was killed but the caravan apparently survived.
I put 2 soldiers on a tile where there's a thingy, which apparently represents a trader or something like that. It's a caravan. The caravan stopped moving a while ago after I told it to retreat from a troll attack. Now a spider arrives, and I get the option fight or retreat, but only the caravan is taken into account. The soldiers stay there and watch the spider slaughter the caravan merrily. Next time, an ebbenwolf and a swamp bandit come by and attack. Only 1 of the 2 soldie
I got a map in a goody hut, which let me see a remote city. It was quite hard to spot it on the map. Zooming on it, highlighting it somehow would help. I later got a second map goody telling me of a city, and was unable to find the city in question. Either there's no city left and the event shouldn't happen, or the city should really be better highlighted.
When looking for the value of gold, I cannot read it. I found that it's actually yellow on grey background. Please make it black on grey or yellow on dark background, but the current pale on plae background lacks contrast and is hard to read. National Population, by contrast, is easy to read.
I had my sovereign move SE into a spider. The spider moved NW into my sovereign. Both units moved and no fight occurred.
On info card, I picked a guy with a spear. When I hover over the figures, I get String not found: 0.00 for Attack speed and Sight gets the same text (with 3).
Personally, I think the cards could be better if the character didn't take so much place. I think that, in all the proposed poses, the character is too big. I'd like to see him totally, feet to head. Right now, zero pose allow that, and this also means the background is far too hidden to provide anything to the card.
Interesting. Reminds me of ADOM character backgrounds. There was a simple skeleton, with infant/youth/apprenticeship stages. You add some prerequisites upon it. I'm not sure you can do much on startup however, since the clause prerequisites may not be very varied? I think of FfH2 random events: Most of them have prerequisites, but early on almost none are met so you often get the same starting events (constellations...).
[quote who="Tasunke" reply="45" id="2444930"]I would find it rather strange indeed if all the humans had been wiped out ... unless this is your way of saying you want to play with only fallen involved ... to give a sort of Disgaea effect perhaps?[/quote] I don't want all humans to have been wiped. Don't try to guess what I want, you're probably going to wrong most of the time. I'll say what I want again: [quote]I just say the backstory must answer that question.[/quote] <
In MoO there was no end to the tech tree. Weapons 100+ gave you a reduction in weapon size which was very meaningful. If shields 4323 allowed you to pump out small or even tiny ships with black hole generators, then it was a very worthwhile tech. And if researching more made it possible to have tens of powerful weapons on a small ship, then you were happy to go for it, and there was a choice as to whether pick smaller weapons, engines, or shields for instance. So, if well done, there
Writing a backstory isn't easy. Writing a backstory generator looks even more difficult. Of course, one could pick from a list of background bits and change names randomy, but still I'd like to see how you think something like this could be done.
[quote]Have you ever tried to kill all the humans on the world? Its a difficult thing to do, let me tell you.[/quote] No I haven't. Have you tried? :D [quote]I can't think of a single decent story were humans were completely wiped out simply because there were "better humans" around.[/quote] Here's one: Once upon a time, there were neanderthals. Then came a better suited race of men, homo sapiens sapiens, and they completely wiped out the neanderthals. Sorry if
[quote who="Tasunke" reply="37" id="2443136"] Why does anyone survive the cataclysm? We aren't talking about millions of years here, we are talking about a few decades (or so) ... do you really think the various Fallen and Humans, each trying to SURVIVE would be busy wiping each other out until they gain technology, honor, civilization, armies, and valid reasons to use all their newly aquired technologies to mutually destroy each other? and yes, humans get along with each other better, b