John_Hughes

John_Hughes

Joined Last seen Member # 704682
50 Posts 1,223 Replies 12,490 Reputation

I have been using Peasant Builds to notice the often subtle differences. With every new Tech under the Military Tree that I research, I add whatever component becomes available to see how the Turns to Build (TTB) is affected. I have not been documenting the changes per say but will do so for the next little while as next Beta update won't until after the DGC is over, and the lads/lasses have a chance to recoup. :)<

10 Replies 947 Views

[quote]"Your Sovereign is basically set down in the already ideal location for a city"[/quote] We are super early Beta but that statement is not entirely correct. I have, on many occasions, found my SOV standing in the middle of nowhere and had to spend a minimum 5-10 turns to find a spot where a resource (Food) or Shard, is located to begin the City building process. Besides, a few extra Gold peices (from Goodie

7 Replies 35,682 Views

If your going to go that deep in then it would be required to include things such as Infant Mortality rates (Sids). Childhood maladities, both mild and strong ones, as well as the possibility of both Physical and Mental handicaps that could be randomly applied to each child from the ever growing Strength and Weaknesses Pools.

57 Replies 47,182 Views

What would be really neat, if doable , would be to be recognized by the Permanent Residents of at least your first settlement that has grown with you over time. Considering you are the one responsilble for ALL things, being the SOVERIEGN and all, a baker may offer a loaf of bread, kids would swarm around seeking whatever copper you might drop (it is something you have done for

82 Replies 408,279 Views

OK since my first attempt didn't survive the restore, I will try again. Premise: As you roam the Land looking for Treasure, Resources and Shards etc. You find a small Town, and it seems to be either deserter or very lightly defended. Either scenario seems quite strange as it sits on both a Magical Shard and a valuable Mineral deposit. <span style="font-size: sm

176 Replies 647,267 Views

Just as an aside, If you have Raise Land, it works well but my attempts at Lower Land were not so successful. In one case, one casting Lowered multiple Mountain tiles (at least 4-5) other than the one I had selected , but was then not permitted to move onto any of those squares . Having those Spells early should not be to over powe

2 Replies 852 Views

Question: You would allow a cheat of your start position "FOW" vs having to move around to determine your actual environment? How big should the Start FOW (without a Town placed) view be vs the intial Sov builds site stats?

3 Replies 1,918 Views

To prevent being trapped or map isolated, I had an idea. Last time, wrong Shard, this time...nothing but a grand Mountain view. :) http://img19.imageshack.us/img19/1331/elemental1268178718.jpg Then I looked at the opening Magic. http://img39.

2 Replies 852 Views

Map Random Seed: 1267969078 http://img710.imageshack.us/img710/3024/elemental1267969626.jpg Magic would have been the solution but sadly I got a Water Shard and all Raise

6 Replies 5,734 Views

A debug.err after a FULL reinstall. I can see way more art assets. http://pastebin.com/embed_js.php?i=T9iJFZcA Added a missing Potion asset screen.(Never saw one of these before the Re0Install) I could see almost all others as I collected them. Hope you can decipher which one it is as I don't remember. http://img203.imageshack.us/i

0 Replies 470 Views

Do the Dev's have a preferred Game Start/Run method? I have been running the .Exe out of the Games file Dir. Was never a big fan of having background apps, Impulse in this case, running, but thought I would ask, just in case. :) Impulse may have some tracking stuff going on is why I am curious... ;)

1 Replies 809 Views

[quote]"I much prefer digital maps... I guess I can zoom in and point my finger at the screen and say things like "The main force will advance along things route. Reinforcments will come up from here. We need to watch for ambushes here, here and here. Any questions?" - to my self ."[/quote] But you will not be able to stand in your game room, with a wooden Pointing Stick, and point to those same point

137 Replies 442,454 Views

Seems my ATI Radeon HD 4850 X2 (with up to date drivers) does not like the tweaks. best go yet is 12 minutes, down from 30. Will upload Debug asap. h ttp://pastebin.ca/1823277 to save space http://pasteb

0 Replies 482 Views

It would seem to come down to a simple fact at this point, (.291), in that without a ROAD connecting any 2 Towns, by specifically selecting the link, there is no/zero caravan traffic. So unless that initial idea is changed, roads will remain the sole criteria for local trade and simply having 2 towns within ear shot of each other will not. Perhaps .295 will sh

287 Replies 654,634 Views

A Scout unit can pick up Goodie Huts right? So they should be able to gather some items for themselves? No? I have been hunting and scouting with my Sov thus far. A 30 minute time limit causes such rash actions. Hopefully .292 is going extend that limit tonite. [e digicons]:')[/e]

4 Replies 1,647 Views

[quote]"You really need an "intercept target" option so your army actively tries to"[/quote] This, and the "Zone of Control" idea could work well if it were possible to provide "Action Orders" to any army group based on either thier Movement or Sight Range modifiers. Example would be as such. I request army group A to mov

187 Replies 424,435 Views

Fisherman - Increases a Towns Food stuffs and or Trade with the "nearest" town on a caravan route. (Fish spoils real quick) For a quick personal thought. [quote]"Merchants have more money coming in per turn"[/quote] Any Monetary gains would be bad. It would be very d

103 Replies 177,271 Views