[quote who="Cerevox" reply="15" id="2560621"]Can i do brainwash with my tourture and then marry her? That would be awesome fun.[/quote] I don't often enjoy playing evil, but this general idea is interesting and seems like still another reason to ensure that royal spouses are proper units, not background abstractions. Romancing or forcibly transforming a conquered sovereign into a spouse seems like a swell idea to me. The romancing path could be mostly a Kingdoms thing, but could maybe
Philocthetes
[quote]OK, but what about bastard childern, ie the ones that the Sovereign has with those that they are not married to?[/quote] Adding a way for separate marrigage & breeding is probably too much complexity for many (most?) potential players, and might be no small hassle for the devs. I'd like to see it because I like 'good micromanagement' and only dislike highly repetitive UI tasks. Still, no option to cuckold husbands and impregnate mistresses does not mean we have to g
I wouldn't be at all surprised if I was just seeing a few weirdly 'consistent' 0.295 games and that the code affecting the num pad navigation is more or less the same as its been for a while. The thing seems really simple just looking at the keyboard. NUM LOCK on? Then the num pad lets you move a selected unit in all eight directions. NUM LOCK off? Then the num pad acts as alternates for the arrow keys, PAGE UP, PAGE DOWN, HOME, and END. Do devs really have a secret hatred for keyboar
I'm curious how you got a sov with those stats in an explorable area that small. Can you build a custom with 80 hits and 30 essence, did you fight endless spiders, or what?
1. SP, 2. LAN/private-server, 3. Online MP. The campaign is sort of a 4th item that I'd rank second after SP and before LAN/private-server. I'm also one of the folks who's still occasionally worried that the game might suffer if the devs pay too much mind to massive-multi-whatever. I very much want them to stand firm by the general goal of not sacrificing a single SP game element for MP reasons, but that leaves plenty of room for compromise and there's no telling how a given c
I second (third?) your suggestion, and follow it up with a suggestion that you edit your subject line so it summarizes your suggestion [e classic];)[/e]
I kinda hope the ghost bit might not be entirely silly...
[quote who="Tridus" reply="5" id="2559512"]... Are you sure about that? What version number is it showing for you in Impulse?[/quote] Maybe I should've put my timestamp in my reply? I was just trying to reassure an antsy person on the afternoon of the release. [e classic];)[/e]
[quote]that would raise some issue with the female sovereigns.[/quote] This is a fantasy game and sovereigns are at least proto-demigods, if not demigods to start with. A pregnant sovereign is by definition not in the same class as a pregnant noble/champion. The back story and game mechanics will be the determining factors. Unless the devs want it to be so, there's no reason for a pregnant sovereign to need more protection just because of the pregnancy. But I kinda like the id
Tormy, I'll be very, very suprised if there is no countermagic of any sort in the game. The devs are very fond of MoM, and countermagic was a crucial strength of MoM's spell mechanics. Plus, you're far from alone in the regular-poster crowd in wanting/expecting this sort of stuff. On the other hand, there is no obvious analog in the Elemental schema for MoM Sorcery spell books and the still-super-tiny amount of info the devs have shared about Elemental magic does leave plenty of room
Having diplo functions that let you do at least a little coordinated military action would be awesome. Even if it's as basic as I-Attack, You-Attack, and a target list of pop sites and 'significant' forces/stacks in the field. In my wild dreams, I'd really like to be able to sign a mutual aggression pact against a roaming champion who refuses to pick a sovereign and settle down. I'd settle for just being able to choose among a few 'tone' levels in more basic locations, so we could lea
[quote who="Tasunke" reply="26" id="2559369"]It probably would make more sense if the Child was born in the same tile as the channeler, but ah well, its much more conventional for the wife to remain in the capital, and thus that is where the child will be born.[/quote] That sounds like just one more good reason I hadn't thought of yet when I started a thread about why royal spouses seem wrong as 'pin-ups' and ought to start out as
[quote]The engine that drives the US concept of "free market" (there is no such thing) are not 1099'ers, they are the recipients. [/quote] Please elaborate. I'm Floridian, and almost all of my income has been 1099 since the .com bubble burst. I'm not at all clear about who "they" are or what they might be receiving. [quote]"Justice is forcing poverty upon the wealthy." I'm surprised that rational adults still subscribe to the class warfare propaganda.[/quote]
In earlier builds, using the num pad to move units was erratic--diagonals worked sometimes, but not always. As of the 1G builds, it seems like 1, 3, 7, and 9 on the num pad never work to move a selected unit (toggling Num Lock does not seem to affect anything).
[quote who="Scoutdog" reply="11" id="2556009"]... I would simply make "bad" ones really, really weak champions. The "first lady effect" I mentioned would be something like sending your spouse to a foreign city would give you a big diplomacy bonus.... or some other effect/condition depending on their abilities. I'm not really suggesting insta-hero so much as something that just slightly sets them above the hoi paloi(sp?).[/quote] Sounds like we might want much the same thing despite di
[quote who="Stanley Tarrant" reply="284" id="2557178"]... The cheating these companies does is hardly true capaitalism.[/quote] That's because "true capitalism" is one of those Platonic ideal things , not something actually possible in the real world. The cheating those companies due is born directly from the fact that the markets need regulation to maintain orderly operation and boost profits, and regulators are subject t
[quote]And a sins game that took 4 hours? thats way too short. If they don't take 12+ hours is just boring. I want to have to have take multiple meals breaks throughout the game.[/quote] RTS short is so profoundly different from TBS short. If I ever got sucked into MP with strangers, I'd never expect a decent game to take less than a few months. But then I'm a single-player megamap TBS fan and I respectfully reject the idea that any computer game has ever more than f
I could care less about EA. I might have bought a game they published back in the 20th but I certainly don't remember the EA brand as part of any such forgotten purchase, and best I can tell they could give a shit for my taste as an entertainment software consumer because I prefer thinking to clicking. And I wish I had a socialist government to hate, but alas I'm obliged to live under the thumb of multinational corporatism. No one on stage in DC as a public official seems to have any
[quote]I do not see the disagreement. Perhaps my wording is poor, but I have no disagreement with your statement above,[/quote] Probably a matter of me being a former formal theoretician, complicated by the fact that I'm about as much of a democratic socialist as any U.S. native can hope to be at the moment. Modern U.S. rhetoric (i.e. the reason Michael started this thread in the first place) has me pretty touchy about phrases like 'private ownership' because they more often than not
[quote]I really don't care if you like it or not. It was just a suggestion.[/quote] More power to you on the free speech side of things, but you did post in a notoriously fractious public forum where any three words typed together seem fair game for all manner of praise, heckling, and digressive over-analysis. That said, I'm mainly posting because I'd like to mention how much I appreciate it when the devs say that they won't sacrifice any single-player functionality in the na
[quote]A Scout unit can pick up Goodie Huts right? So they should be able to gather some items for themselves? No?[/quote] That's exactly why I'd change how I use my scouts significantly if I could just drop items and pick up items. But I'd prefer a swapping UI for adjacent units and/or units on the same cloth-map square. And more slots for at least the sovs & champions...
[quote]... very democracy that succeeded the Monarchy was a refutation of total ownership by the state, and an embrace of private ownership.[/quote] I must respectfully but strongly disagree. Democracy is fundamentally dependent on the equality of citizens, which means that large differences in wealth are a problem for democratic systems. In the mercantilist world, the monarch's claim to absolute authority was the ultimate form of private ownership (the absolute monarch/owner thing al
[quote who="Lavitage" reply="42" id="2556462"]... Am I the only one who gathers from the bolded part that Frogboy is bullshitting you guys...? Poking a little fun at you?[/quote] If it weren't for the book deal in progress, I'd certainly suspect a jape. He's been working with professional editors and publishers who are almost certainly sticklers for the distinctions between silliness and comic relief in an epic fantasy novel, and the market for fantasy novel silliness is a 'niche' kin
I sure hope that it's coming very soon (like before Beta 2). Even if we never end up being able to recruit champions in 1G, basic item management would completely change early-game scouting.
[quote who="GhostKingGeorge" reply="2" id="2556673"]iv checked that and nothing shows up. I have an email though saying they got my order. I hope i can join the beta today or soon. [/quote] That update still isn't up even for those of us with a build already installed. Sometimes, getting a public release out takes longer than expected, and so far Elemental builds seem to be releasing closer to East Coast evenings than mid-day. Also, if this new crowd joining the beta is large enough,