I suppose you could have 'swimming' allowing the unit to move 1 square into water tiles, allowing for crossing tight island chains and lakes... rather than full water walking... jumping being a two tile battle teleport so you can jump over/behind a unit. Hunger and thirst should only be important when it's in exceptional conditions... like deserts giving you 'hunder and thirst' with whatever mechanics are appropriate - negative regeneration, becomes suffering/withered/dying after 15 turns wit
Dr Franknfurter
can you make them do synchronised dance routines? either way it's a funny post entertaining everyone waiting for the next build [e digicons]:)[/e]
I'm wondering if you could use prerequisites to simply lower the rarity of a technology by one level... anything with multiple prerequisites would start higher than red (clear/black) and wouldn't occur unless you had at least some knowledge applicable to the problem... stone walls could have 'palisade, stone working/quarry as prerequisites and start as red, move to green after gaining both). Also, you've mentioned MoO and Civ... SotS (Sword of the stars) is very interesting for a pseu
it's a system very open to abuse... you could make the AI attack it's own troops with spells, waste mana, not attack... all without any requirement for cooperation between players but still enhanced by it... or you could play with honesty and integrity with the result of the AI simply becoming part of another player. The problem is that you're simply giving free troops to another player randomly. It would spice up some games... as an option for friends dueling to choose it would be nice if th
I'm curious about how building construction will look with the 3D interface... I'm just wondering if we can set in the building/tile editor for multiple stages of construction, foundations for the plot on turn 1 and then maybe set the order of items to be placed in the tile if it's built over multiple turns. Say you have an archery range, you set the walls to appear before the roof, the targets to appear last, just by dragging and dropping to change the order in the build list? It wou
How about if occupied cities cause a drain on moral when in the occupied civs land? say -1 per turn per city occupied, for 20 turns after capture. That way you would have to slow the advance or end the war before the effect of lots of discontent (5+ cities) kicked in. Either way a siege should affect the moral of attacker and defender, say -1 to both, with defenders having a higher natural recovery rate. The effect on moral when moving through enemy lands could simply be to just offset natura
I found with necrons the mass of infantry was always weak against disrupting attacks... grenades, harlequins dancing and any exploding weapons... So what is the best mod to try then for balance or new stuff?
I used to love playing dark crusade, tried a couple of mods but none really improved anything IMHO... with soulstorm the map takes so long to load it really annoys me (it likes to use at least a gig of RAM more than dark crusade for some reason I can't fathom...) I like playing with the sim rate lowered... default is a clickfest to me... frantic and annoying... can't figure out how to change the camp default though... I end up changing it per map. It would be nice if province control
Self interest using a general merc relations wouldn't work well in a situation with 2 or more races... Trogs and ironeers, you use the short and dwarfy troops for defence and the trogs for attack runs... the end result being all your ironeers are fine but you always kill all your trogs... with a split you would lose trust with trogs but gain trust with ironeers... without it you'd just be neutral to both, even though the trogs haven't left your service alive while your dwarves have never had
I just remember my first play through... I tried to get one of each mana type... and raise that armageddon counter... managed both on a large islands map... but had my strongest troops being mages while horsemen of the apocalypse were flying around killing everyone... interesting but really odd game. (you gain lots of unhappy faces and unhealth as the AC rises, as long as the horsemen stay alive, as well as nasty events, hell terrain and general horror and death...) Also,
egads! double post
one thing about fall from heaven... it has lots and lots of resources... it really is a good idea to play with a race not bothing with magic at all at least once through for a little less to deal with... maybe play as Grigori to begin with, adventurers are strong and let you try out lots of things without requring you to go down religious paths (although immortal adventurers are impressive). The free experience for hero units means you can see what promotions are unlocked by research without
Civ 4 Fall further... leading swarms of giant spiders and "Mother" over the world... and then undead as the Scions of Patria. (While I should be working)
How about 1 shard per uber unit? gain the shard back when it dies... so large summon cost and incentive to use them aggressively? (or 1 shards worth of mana upkeep... but I think not being able to cast fireballs because you're focusing on a massive elemental would make sense... plus loss of control if your shard is lost or sov knocked out) Simple mana upkeep for anything less than uber?
I think faction relations could work... I was just thinking that you would need multiple merc factions that way... at least a fallen/kingdom one... or you would be able to hire trogs if you previously bought several angel defenders... if you split it into multiple ones then you could probably get away with hiring from each and using them all as suicide squads (and you would barely increase the costs with the more different factions). I suppose you could lower trust with all merc factions if y
an aside to this... how about anything above basic creature summoning requires a large quest/input... it has the potential to be unbalanced (as does creating artifacts)... I know MoM was fun but unbalanced from creatures and artifacts. Creatures the computer didn't pay upkeep for nor use them well and artifacts the computer didn't use at all. But even with better use, artifacts were based on skill level not research, so you could make shields of magic immunity+3, orbs of flight and phantasmal
Next action a unit does: Beserk - attack anyone Taunt - attack target Cursed lies - causes a unit to be taunted by selected unit Pacify - causes a unit to wait/rest Trick - causes a unit to move randomly Lure - causes a unit to move to the selected location Next spell cast on the unit: Reflect, mirror, bounce, bend, twist, bump Can cause the spell to reflect off the target, be mirrored onto the target, bounce off the t
How about spells that affect: the next spell cast on them, the next action the unit does or like chaos channel in MoM gives a random enchantment? Natures grip + Aura of natures grip (killing the unit generating the aura removes effects) causes a unit to change - stoneskin, stoning, webbed, webbing attack, poisoned and venom strike - anything from 1 to all Chaos channel + Chaos aura Causes - flamestrike, firebreathing, causes the next healing spell to harm, fire sp
slightly off topic from auctions... but with mercs... should you buy them, a group of troops you use like normal troops or fodder... or should you buy the ability to use them? Say if you win the bid you can summon them 3 times, you select where you want them and they go there for 10 turns... so instead of just getting free troops you get to send troops where they're needed for quick boosts to defence or attack. To avoid using them as fodder, maybe you have a cost to hire and a life insurance
Below are ideas for additional game modes that would most interest me and would provide additional challenges and twists to the game. Survival: You are given a head start of x turns before survival mode starts, you have to survive y turns to win with every turn over that giving bonus points. 1. Zombie horror A necromancer has risen and is experimenting with creating undead, he is immortal and every city he captures becomes a spawing
well I'd like autosave on the turn someone exits as well... with the ability to change AI for each slot and have human players added or removed, taking over AI if you wanted... say to turn a single player game 150 turns in where you were doing very well into an advanced start for a couple of players where you join as the AI players you were beating. Sword of the stars did this well, it was nice opening up a save game and dragging the human icon over the race you wanted to play as... s
I'm guessing after they do more compatibility testing they will be able to talk about it, in the 'coding coding coding' thread frogboy talks about handing builds over to QA for testing soon... so hopefully even if it has high recommended specs the minimum will get lower as more work gets done on stability and performance issues and most common builds will be supported
Items: another thought about the blind auctions... maybe each person can submit an item for the auction to get it started, and new items are generated as the first are sold around the power level of the average item... so you could try to sell worthless/cursed junk but then you would only find worthless junk generated to mix with your worthless junk... NPCs bid for items? Loot captured by NPCs put up for auction? Techs: I'd
One thing to suggest would be to play each race a few times, you don't know the problems or benefits of each FTL drive until you use them. (and ship section strengths, tech-tree bias, counters and what the CNC ships look like for target practice) Hivers can be tricky but still a lot of fun, remember that having undefended gates is just asking to lose that planet to randoms or fast invasions... at sub-light speeds it's a long trip to get it back. Despite the expansion weakness (a
1. colony ships are slightly expensive and fragile, pop when hitting any random encounter (if you're over 0%) so it's good to have extended range ships ahead of them. (plus tankers have a set number of 'ships' worth of fuel- so tankers + ERs go much further on one tank) you can overextend easily, for the zuul having half your budget on colony costs at the start is possible for rapid expansion. For the other races aim for the big planets, cheap planets or the rich planets... pop c