Problems: 1. what happens when I capture a city? maybe the population of the city don't mind a switching of rulers but surely all the mages, royalty, training instructors and governing bodies are scattered or destroyed... so how are the labs still functioning? 2. What about when I found a tiny settlement in the middle of a wasteland? instantly have random students, technicians and teachers flock to your new labs and training instructors magically appear in your baracks? No..
Dr Franknfurter
Spellbooks on sov creation : Below is an idea about how to make spellbooks on sov creation have a choice factor (specialist vs generalist), give some real benefit in early and late game and to allow more thought to be put into it. (since I detest the thought of removing it from sov creation and moving it to research) (for the below I just played with numbers assuming you had say 100 points to spend on sov creation mostly on magic) Every x kno
Great work already, I noticed a lava crater in the decals in the tile editor... any way of hooking it up to a fireball? so you create on target/change tile under target to lava crater? Or add a "blasted" effect for a few turns to target and make that a seperate spell that changes the terrain under target or has a persistant particle effect (like smoke?) Atm though I have low framerates in tactical battles and it prevents any actions until the entire animation is complete... so
I think post like this help everyone feel more confident... how about next week different devs post on different days a quick done list/to-do list just so we can see how different areas are going? maybe have jessie explain the fps trick? also hope that "Magic System Numbers" is followed closely by other combat numbers... general to-hit rolls, defence rolls, action points, individuals vs groups, low health and such... I like the MoM mechanics although I look forward to something even b
very, very impressive already... I wonder... if you made an 'undead' ability... then use the magic editor for particle effects to make certain undead troops have special visual differences in tactical combat... like a dark mist around the feet or similar? just a thought +having some rusty or battered armour would look good, love the armoured skellie though so any armour would work
more undead is always good! I assume the robes are required because it doesn't include ribs and things yet? not too much of a problem... Q: do hats/armour ruin/remove the effect? I'd love to have other types of undead with associated traits... ghosts, zombies and things... although I'm not sure if they would require a particle aura effect and 3D modelling skeletons and meshs to work best...add some white mist for ghosts + translucency, yellow haze for plague zombies and missing
I think with the above you could add: Daggers base of 1 damage per swing, (short range weapon) Upgraded - more swings and small % Chance of critical hit functioning as a +2 strength hit for that swing (+bonus % from backstabs) Magical - 2 damage per swing Standard Swords base 1 damage per swing Upgraded - defence bonus and more swings Magical - more swings and +to hit sub-types/styles like Rapier - reduced base damage, increased to hit, piercin
I thought I'd quote the mechanic of MoM from the strategy guide just as a base to start from: Table 20.1 Combat Statistics for Attacking in Normal Melee Total Attack Strength ("Swings") = Number of Figures x Number of Swords The Total Attack Strength is the maximum damage, in hit points that an attacking unit can do in one round of melee combat. This is also the number of "swings" that uni
I don't have a great deal of sympathy for frogboy on this one... he was just as snappy back in july without apology... after a comment that reviews could be hurt by technical problems arising from tactical battles being enabled late, lack of beta involvement in the final tweaking for balance of all the easy to change stats of the final beta and release builds. "The only thing that really frustrates us (and honestly i
Multiplayer Idea: Diplomatic capital used for toggled spell like abilities - e.g. enforced cease-fire = drains your diplomatic capital and prevents additional troops entering your borders - each unit in your territory drains diplomatic capital for it's owner and requires a large inital cost to enter. (while active your capital cannot increase, i.e. if you earn 20 per turn, it costs 10 per turn while active your income is set to -1 maximum) Mis
+ If a monster manages to "conquer" a city it will destroy it (they're monsters afterall) can we have them have several different options after capture depending on nature and strength? I'm thinking for weak units to only raze a single building and give back control/become unowned or reducing the population... while only razing the entire town if they're a high level spawn or have some form of wild barbarian/aggressive trait.
[quote who="Frogboy" reply="9" id="2676155"]Hi Denryu - no, I wasn't directing my comment at you at all. I agree that in the future we'll unlock features sooner rather than later. [/quote] (would that make it me then? being the other inbetween post) If so I am sorry for frustrating anyone with my 'tiny amount of time' comment... to be fair I said that it seems tiny... simply because there's not long for people to have a chance to first play the game a fe
Ditto... I think the reviews of the game will be lower simly due to having to extrapolate to how good the game will be. I can imagine that with a few months of polish and community modding before a 2011 release the game could start with the v1.0 build having built-in community content (other than wandering NPCs) and even some sample total conversions to get people online, downloading and interacting. Plus the balance we expect to have with enough tweaking and any features that enhance the gam
Some things cannot be carried easily or by just anyone but can be used, lots of weapons and heavy equipment, corpses, souls... not something easily carried away by a scout but something that should be represented and be able to be used. So, how about battles with deaths greater than the number of survivors (just > or 2,3x greather than) drop additional fixed loot that can only be accessed by special units... mages can build a building to harvest corpses/souls and caravans/pioneers
Has anyone ever played wizardry 8? A good game for magic spells, you could increase the power of any spell at any time if you have the mana but it would be affected by your skill... so if you are skilled lv 1 is green, but unskilled lv 1 is yellow and above are red. Casting yellow and red can have unexpected and harmful effects (or simply fail). But the duration and power scales with mana use. However, each spell never changed it's functions. I'm still undecided if that was a potential limita
[quote who="VermillionChaos" reply="91" id="2666927"]@Saije: Under the current system your idea favors a purely NON-caster sovereign... which is fine if all you want to see are built-to-survive Sovereigns. The main thrust here is that Ess should be a penalty/advantage equally to all build/type of sovereigns. Even under the Beta 3 system, dieing is only important to a Warfare type sovereign if he falls under a minimum threshold, be that 1 or 5. Up until that point the no
how about we treat spells like the cap ships from sins? You can level them up in 4+ areas and choose to specialise or to generalise each spell with it being extremely hard to reach level (6) for an ultimate upgrade for the spell adding a massive boost. With maybe another ultimate at lv 12? so a fireball could gain an instant death effect, AOE and damage boosts... or simply be much cheaper to cast.
[quote who="Wintersong" reply="53" id="2660392"] Quoting shadowtongue, reply 50I've no real problems with fanbots though, just funny when they don't seem to realize that's all they are Fanboys are fanboys, trolls are trolls, and the world goes round and round. The apple is different depending on which angle you look it.[/quote] The funny thing is that I avoid posting to certain threads because I feel like I'm responding emotionally rather than critically. Critically I'd say that
is it possible to make superficial mods not affect multiplayer checks? custom UI/skins/language packs... or would a change to the language affect the game... say changing a description from "...speaks in english [+1]" to "...speaks in french [+3]" affecting both description and bonus? I'm just wondering about other conflicts and if it's a problem of checksums or the language files being integrated with normal files rather than referenced for descriptive texts
If it is random and unpredictable events and AI you want I'm sure simply increasing the rate of events and having a 'random' variable to AI personalities would do that. What else are you worried about?
I think one of the important things to remember is that the factors that made master of magic good are all being taken into account. MoM had: several races, different magic paths, heroes and citybuilding... it had a large amount of detail in the massive strategy guide but very little within game lore and descriptive content... I think part of that was stripping down the size of the game rather than an attempt to make it more sandboxy. Dominions 3 adds a massive amount of lore and unique creat
I like the OP... how about having control of a shard and an essence cost? you have to pay for the new skill in essence... maybe even build a special building over the shard that can be captured and make you lose that magic skill? I'm assuming eventually it won't be possible to take all the research books and be viable... master of magic was fun for that reason (no archmages of everything without cheating, pick one skill to master or a few cantrips from several), but also limiting because ther
Another option would be to enhance them in a way similar to starbases from galciv... multiple pioneers establish walls and defences, caravans boost production up to city levels and you can station troops there. I think the problem is that it would be much faster to use pioneers than city building for any uncontested regions so you can't just boost production to pioneers or rushing pioneers would become overwhelming. Caravans at least take time, having them upgrade over 'n' turns based
how about a 'sense of humour' toggle... I'd love funny dialogue and races but not by default... I'd play as snathi if possible, I'd love a snathi mage with tiny little squirrel armies. You could have a massive amount of fun with the flavour texts... "I laugh at your pathetically small collection of nuts" with heros inspired from illwillpress? I want squirrels in the game, ninja squirrels? [e digicons]:ninja:[/e]
I think all those landmarks should be destroyed/abandoned/haunted/burnt-out/wrecks/shells at the start of the game and activate through different means...some require only time, some are linked to other quests activating them, the spread of converted terrain and if you build next to them and build over them (without having tech prerequisites) you should activate the building and get any quests from it... also a quest ending with a villa should make that villa under your control (as if you'd b