Maybe we should get starting spells based off Wisdom or Intelligence that we can choose from our spellbooks.
MadMagnus
I think a big difference between this game's unit production and other turn based games is simplified to: Other Games (Civ, GalCiv2, etc.): You generate X resources per turn but you *DO NOT* stock pile them. In other words, if a Civilization City or Gal Civ city, they generate 10 production per turn. They can't store this to 100 production. They just make 10. So if a unit costs 100 production, it takes 10 turns. Elemental: Units have costs and you
Sounds like it might be possible to obtain Vassal states.
Gal Civ 2 had a nice summary of events every turn that had multiple events. It was a wonderful screen than I relied off of. Can we get something like that for this? I'm not how many engineering hours that would require. I know there's the trees on either side of the screen, but the right one (the events one, I believe) seems a little hard to interpret right now. At least, imo. :)
[quote who="Frogboy" reply="17" id="2670097"] Quoting Gorstagg, reply 15 Quoting Frogboy, reply 14One of the thigns that the Fallen got but the Kingdoms haven't gotten yet are more buildigns that can only be built once in a kingdom. We are also looking at having a level-up screen for cities that let players pick a bonus each time they level up to make those cities more powerful in a particular area. Oooooh!! Now your on the right track. When Cities level up, th
I noticed that if a city builds a resource building outside of the limits (a farm, mine, shrine, etc.), hovering over the resource shows the city stat card. Does this mean if I attack an enemy mine, the city's defenders will defend it, even if they're 4-5 tiles away?
Illusionary Warriors Tactical 15 5 No Creates a duplicate of illusionary warriors based off the targetted friendly unit. They deal no damage and have 1 defense, regardless of what they duplicate. Wind? Summoning? Main purpose is to serve as a distraction. The enemy can't tell which unit is an Illusion. Protective Barrier Tactical 15 10 No Creates
[quote who="Frogboy" reply="47" id="2668316"]Ideas aren't the problem. Getting the AI to use them is.[/quote] I think everyone with massive amounts of spell ideas should be sure to read this. As for the direct damage spells, I think the easiest way to make them more interesting is add some situational use to them. Perhaps Spell A does damage to all in a line, while Spell B bounces from unit to unit up to a maximum number of hits. Adding effects li
I just had an idea. I'm posting it here, but it applies to all aspects of gameplay. Essence and/or Mana Sliders. Basically, when we cast a spell (Imp, for example), it prompts use with a Slider of how much Mana we want to invest. Say for 1 imp it costs 5 mana and we have 15, we can move that slider up to 3 and use all of our mana for 3 imps on one cooldown. For Essence, we can do the same thing. The Amount of Essence we invest into a more powerful
Interesting Choices. The biggest comment I can make on Interesting Choices when it comes to cities is Terrain. From what I can tell, Terrain doesn't affect the city at all unless it has improvements built on it. Somehow, the terrain the city is built on and surrounded by should determine certain factors. Maybe desert cities have a prestige penalty, grassland cities get a food bonus, forest cities get a material bonus, mountain cities get a defens
I've seen a lot about the farm/housing issue on here. I don't mind having to build things to generate food, or to find resources that increase my food generation. I don't like having to automatically build 2 farms and a Hut en masse every city level, and trying to sneak in a real improvement in there. Managing food should be a necessary part of running a civilization, managing the housing shouldn't be. Houses should just be automatically placed in the city. With
#1 City Improvements Houses are the biggest issue I run into. No matter what I do, my city ends up at a standstill requiring reorganization to fit more houses. Why not make houses automatic? The city grows based off your surplus food and houses become sort of a pleasant visual buffer zone between the city improvements. This makes the city improvements spaced out and visually, a little bit nicer, with little huts and houses in between them. This might require r
Adventurer (More Quest Chances) Peerage - Peasant awarded Nobility (Increased morale, attracts more citizens)
For the Turn Based playstyle, players should be able to "plan" their turns during other player's turns. Basically... I take my turn, and now it's Frogboy's turn. During his turn, I plan movement with an army set a city to build a lumbermill, and change my research. All of these changes are queued in my Plan Queue. The other players complete their turns while I'm planning my next. Then, at the beginning of my turn, I can view the changes to the playing field (maybe Frogb
I put both BUG and SUGGESTION because I'm not sure if this is intended. I built a scout and put him on autoexplore. I went to the options and enabled Auto End Turn. Everything played the way I expected. Then, I went to move the scout to cancel the autoexplore. At this point, the scout continued to autoexplore and after each movement, my turn would end. The game started playing itself, essentially. I had to fight through dialogue boxes to the Auto End Turn option to shut it off and sto
I'm getting the same error, but I'm only using 2 displays. Second display is the lower one.
That's awesome.
I have two suggestions on these. Overall, I like Soft 75. As far as happy and friendly enough, I completely agree. My first suggestions is possible some kind of bloom effect and some objects of contrasting colors to fill some of the empty space. Lava cracks on the evil side or light colored flowers, tall grass, or plant life on the good side. The other reason I think it looks gloomy is the fog of war. It looks like a haunted graveyard fog. Can you make this fog
I adore the game and just about everything about it, right now. I can think of ways to improve various aspects here and there, but what I would really love to see right now is just for simple visual pleasure. Galactic Civilizations 2 has various camera options during combat and other games sometimes include set "cinematic" settings you can cycle through. Example that I'd like to cite is Homeworld 2. One very particular camera feature I'd love is a pilot's view, where the camera is roote
Starcraft is easily one of the best games ever made. Why? Look at it... Compare each race. Compare their units. Their abilities. What makes them special. You can do the same in Warcraft 3, even. Consider, now, how evenly balanced it is. How despite your special advantages playing any of those races, any of the other races can still form a paper to your rock. To give you a recent game that should be fresh in your mind, check out Sins of a Solar empire. While I'm greatly enjoying
Simple Suggestions: 1. Engine Trails during combat, for the small ships, and maybe when you move a ship (just follow it and disappear on that turn, nothing that sticks around for a few turns). Also if the engines of the larger ships emitted some kind of engine effect or glow, that'd be hot. 2. Some more simple interface sounds and alerts. For ideas and examples, check Birth of the Federation. Before combat actually begins it would give a "Whiiir! Whiiir!" red alert sound for a se
Create a custom race and choose your hull design, go in game, make a ship using the extras and hull of that design, than save it. Afterwards, start a new game, choose your custom race, go and change the hull style to something else, and then start playing. If you build the saved ship, it'll have no model, icon in the orbiting ships window, textures, nothing. It'll be entirely invisible and non-existent.
Here we go. First off, I've only played one game (well, two, but the first one I accidentally surrendered to a minor race right next to my system and lost on turn 3). I haven't finished it yet (work! arrrgggh!), but I already love the game and have some suggestions. Here's the run down: Sound 4/5 - Hopefully, I'm not missing out from bugs or something, but I only have two complaints in this area. Number 1; the buttons and dialogue windows need more sound in my opinion. Or more noticab
Thanks, Boogiebac. I went ahead and ordered the boxed version from Stardock direct at about 8:30 AM, so I'll cross my fingers for the collector's. Already started the downloading of the game before I left for work.
Walmart sent me an email today saying that my order was delayed for an undetermined amount of time. They said after 10 days, they'll automatically cancel the order. If I still order now from Stardock and cancel my order with Walmart, will I still get the Collector's Edition and Bonus Goods?