[quote]"I'd far rather have the boards provide local search support for dev posts and replies."[/quote] So any post, even by the Dev, that can't be searched for, on the actual forum? That fact that we are seeing 1.09o live data, as a result of 1.09n, isn't a bonus? Your agenda is showing... <s
John_Hughes
Another Tile. It seems a long time since the last but, been actually playing the Game. OMG!, I know:) http://dl.dropbox.com/u/8370296/Elemental_Undead_Monument.jpg P.S. If a Monument isn't a 2x2 Tile then sue me. LOL ;)
[quote]"You want to play a game, defined as pointless tedium, reconnecting your trade lines over, and over, and over, and over, and over, and over, and over..."[/quote] What I want is the ability to protect that pointless tedium from spawning monsters or marauders that show up at the most ignorant times and I have no ability to counter. Why even bother having a Carav
Here is a Debug.err after my first game. http://dl.dropbox.com/u/8370296/debug.rar Things of note as well. SoV is allowed to purchase items in the Shop that he/she cannot use. Thus wasting Gildar? (Boots of Movement) Cur
[quote]"What should i do know father Frogboy?"[/quote] Send me your spare Beers. LOL! :)
FRACK! (that is a long delay) ;) P.S. I bought Beer and not Pizza for the Update. P.S.S <span style="font-size: sma
The biggest issue, currently, with Champions of any kind, is cost. There does not seem to be any set rule as to what they cost. Although the costs can be reduced in a couple of ways, the cost for even a base unit varies, often radically, from game to game in such a fashion as to be rather...frustrating. Given even a 50/50 split between management bonus based vs warrior based would still leave some wanting. As in wa
[quote who="Mtn_Man" reply="92" id="2826016"] Quoting econundrum1, reply 83 + Imbue Champion now immediately available, takes 1 mana per turn While I agree with this generally I think unless there is a high casting cost, you could exploit this by casting the imbue Champion spell on champions before important battles, then canceling
[quote]" I already know you're crazy, I'm lazy. You say hmm, more work, yum. I say screw more work, that's for the programmers to do. It scares the retards, and it's silly to be manually constructing one wagon caravans to transfer resources from site to site in the first place. You're the president, not low level management."[/quote] I guess, to myself at least, to stay inside the framewo
Another thing to remember at this point is that many of the Strategic Spells have little use because the AI does not use them against your Cities, thus using them, even just for shits and giggles, is a pointless waste of Mana. When the AI starts devastating our cities with Magic, then we will see an marked increase in the number of spells that will need be used "all the time". <span style="font-size:
[quote]"I fire and forget my workshop, why the hell not? Thinking like this is why so many people start shitting bricks when someone mentions an actual economy as the foundation for a war game. You already have a bunch of abstracted, utterly irrelevant shit built all over the map that you never pay a second thought to."[/quote] When your Workshop starts moving around between cities and can be destro
Oooow. More special tiles then? Perhaps the Tile build group could re-assemble. And use preset base rules this time out. LOL :) Gents/Lasses, anyone else game?
A simpler solution would be to not allow non-combat "specialists" to be imbued and add their specialties to the list of available City upgrade choices. If my Farmers/Diplomats etc etc had bonuses that stacked and also on the City upgrade selection list, then I could specialize a Town, with both specialists and bonuses that compliment those same specialties. Cake
[quote]"Consider a system where trade routes are started the same way they are now, but killing one was not as simple as destroying one caravan. The idea would be that a trade route would spawn new caravans every few turns after the death of the existing caravans, but would collapse after a few re-spawns due to "dangers of the road". This would reduce the overall frustration of a lucky mob looting a lone caravan, but would still add the inherent dangers o
[quote who="Tridus" reply="254" id="2824759"] Quoting John_Hughes, reply 253P.S. I am not a fan of the auto generating Caravan idea. If they are to be an integral part of the game, in some meaningful fashion, then you should have to look after any and all supply lines you set up. Is it really "you" or the computer that is running the bleeding Empire. Click and forget
Way back in the day, I proposed that any 2 cities that reached each others borders, as they can and often do now, have the ability to be Merged into one larger city base. It would be cool to take 2 cities, that when the touch, would offer you the chance to take, for example, a L2 and a L3 and Merge them into a Single L5, which then gets encased within whatever the lowest current wall tech was researched while reap
W ell now that the Computer Science Lessons have concluded, thanks for that btw, ;) it still seems reasonable to allow Caravans "attachable protection" as well as route selection via whatever means would be the lesser of 2, apparently overly complex, evils. As to how resources are created or distributed, the DEV Team will decide. The more complex, as in, real Inter Faction City based trade, and if not based using an
[quote who="Tridus" reply="224" id="2824633"] Quoting alaknebs, reply 223so.. how does imbuing work in 1.1? (without digging through a few hundred pages that is...) i mean currently, the sov sacrifice max mp to give someone else some max mp... with shared mp, does it cost anything? <span st
I will be very interested to see how the Mana maintenance cost factors in to both, imbued hero's (assuming one is applied) and Summons, many/most of whom have their own mana pools, albeit small ones, (if any is applied to additional mana available based on the enchantment slot mana increases) I really hope that mana maintenance costs do not impact, to heavily, <span sty
If it is not to difficult or to late can we please have it so the Unit Cards that pop up be given the ability to be closed or minimized. It can be painful to have the cards open and consume alot of screen space for no good reason.
So a Single City, but it can get to L5 if left undiscovered long enough? OK, my idea. How about separating out the Ents and Earth Elementals so they could become their own (combined) faction with Lost City? Perhaps they are only found in terrain types of Rugged + Heavily Forested. Sound cool though. Especially if the citi
Agreed. Talk is cheap, direction is boss... ;)
And add to that by the time the SoV gets into any serious combat (threatening life type stuff) he has Magic that can negate the enemies retalitory strike capabilites. Besides, why is a SoV fighting hand to hand. He/she has some rather potent Magic for killing stuff at range. If it getting to your SoV alive, then he/she should be running away... ;) The issue stil
Sorry I see what you mean now. The Skellies/Tombstones are a Modded item from the Undead Mod Team. I have been doing some Tile work for them and receive a copy. Apparently they are not Public fare just yet. To answer your question about assets, read this thread. Very cool stuff in there... <a href="https://forums.ele
Just allow the player to lay out the route. Simple, effctive and if screwed up it is the players fault. AI just uses a best route algorithm. Who and how they get built is moot. The 50% bonus is all that really matters after they are in place. It should also eliminate those funky roundabouts we get now when more than 1 road converges. They look ...unprofessional.