As far as unit customization goes I'd like a fairly simple system, weapon, armor and race type, with a few optional extra's like mount, enchantments and material type. So when creating a unit you first pick the race, Human, Orc, Beastman, Elf or whatever is available (or modded in). Weapons and armor will have the choice to use specific materials like bronze, iron or your very finite supply of mithril (if applicaple) and of course if its leather armor, chainmail or spears/swords. I very much
Demiurge4
Man seeing that I really want to get my hands on the the comprehensive tech tree. Hope the beta hits sooner rather then later!
[quote who="Luckmann" reply="34" id="2356752"]Alright. That's it. I was extremely sceptical to their "all games will be on our servers, achtung!"-approach from the beginning, for a wide array of possible issues that will inevitably crop up in the (far) future. I really wasn't expecting this to be one of them, though. With an already shaky line with wildly fluctuating speed and no options for anything better, this killed it for me. Not because I'm a huge multiplayer, but becaus
Yeah soft 75 is the superior picture.
[quote who="Scoutdog" reply="74" id="2354520"] From one of the newer screenshots there seems to be more then two tech tree's, you start with civilization and magic techs and there's 3 other branches that open up later.Could you post this? I never heard of it, and the vibe from the devs is that there will be a fairly complex multi-branch "mundane" tree and a seperate spell tree, as opposed to one tree with two initial "paths" and three others that can be unlocked.[/quote] </
A cool way to portray the Fallen would be like the Sith, they respect strength over all things and the weak are simply expunged. In this way you can portray the fallen as the "bad guys" because they have little use for compassion as they see it as limiting your potential, either you fight and survive or you simple die, but they won't be evil for the sake of being evil. Cartoon levels of villainy is getting old.
From one of the newer screenshots there seems to be more then two tech tree's, you start with civilization and magic techs and there's 3 other branches that open up later. Civilization tech is likely to deal with paved roads, crop rotations, forestation, mining techniques etc. What I hope the magic tree will have is stuff like transmutation for making a copper mine gold or vice versa, you could magicly engineer your human settlements into sub-human hybrids and construct seperate housing for t
Preordered this baby months ago, really looking forward to trying out the beta :)