McFungos

McFungos

Joined Member # 2442487
1 Posts 10 Replies 964 Reputation

@Spartan Need a team heroes named Stardock Beast master Frogboy Elven archer CariElf Elusive shadow Zoomba Puppet Master Boogiebac Martial artist Mormegil ..... Averyone of them must have disputables traits

114 Replies 311,235 Views

@Spartan Most obvious triggers can be easily uncovered. Winning 1 VS 2 => either good defender or good attacker... Killing a lot of XXX => XXXSlayer trait... Heroes spending X turn in a city with a church => Devot trait... I spend some time playing Trading Card Game and mastering a Metagame can be done. Not be me for sure but it can be done. Yes, mods for sure can save the day but i would still prefer unique moddable heroes with fixed s

22 Replies 16,743 Views

Hi, While the SMAC view is interesting i think we enlarge the field of application of its effect. I want : Your playing habits become your civilization doctrines. You focus on non-magic research rather than magic research => You get a bonus on non-magic research but your magic research get stunted and limited. You are researching any flavor of fire magic => You get a bonue for fire magic, more flavors of fire magic, every other magic elements research get

103 Replies 447,396 Views

@Spartan Sorry to be more oriented to the MoM x Valkyrie Profile way to conceptualize heroes. I understood you desire to shape heroes in game but players will eventually know the "Triggers" that give this or that trait and will put themselves in situation to get for their heroes the desired trait. In fact they even may rotate their heroes so everyone will get in situation to get a given trait. In overall, one can manage to get his heroes with the same traits with enough undest

22 Replies 16,743 Views

Hi, I would like to have an event related victory condition. A victory condition that won't appear every game so players won't plan on it but can change the whole gameplay when it happen. Like this one : The world is invaded by armies of demons, the player who manage to destroy 60% of their force is declared Savior of the World and win the game. As the others victory conditions still apply, players have to rethink their global strategy.

114 Replies 311,235 Views

@Spartan Traits would be the first thing i will disable when i get Elemental :p I approve the RPG orientation but i dislike the too much random x pokemon x sims way it's done in CK or Total War as the probabilities are too badly handled. I got a character with twice inbreed trait in CK. So i would prefer the RPG-Console oriented heroes, unique heroes with predefined grow chart acquiring skills, qualities and flaws. Upon leveling up a hero can also either

22 Replies 16,743 Views

@ Spartan I hate long & careful planning getting scewed up because the wrong characters got the wrong trait resulting a revolt in one of my top cities and hurting my war effort very badly. Heroes can come into 2 flavors those who are good administators and those who are good field commander. They should neither age

32 Replies 23,656 Views

@Spartan I can't stand Crusader Kings heir/lineage system Total War's Vices & Virtues & Traits system Too much like Sims x Pokemon x Tamagotchi. Too much time consumming. Hate consulting the stud book and other pedigree. So if it can just be an optional gaming rule, i will live with it.

32 Replies 23,656 Views

Please don't overdo the governor stuff. I can't bear managing governors in the same than in the Total War games (4x + Sims).

21 Replies 23,136 Views

I just want to know the time needed to generate a new Uber big map. What can be scary are the save game loading time and the size of each saved game. I just hope the Elemental won't end up as a new CPU 64-bits benchmark.

34 Replies 38,494 Views

[quote who="Asharak" reply="11" id="1934090"] Not to mention the issue of "Wow, there are 50 swordsmen coming over the horizon. Are they well-armed and trained, or are they a bunch of conscripts?" If I can't tell just by looking at them on the map suddenly this becomes a UI issue Brad, can you speak at all to how well the game and the UI will handle this sort of thing? Will there be enough constants in the combat system (e.g., swords always having a higher base damage than axe

148 Replies 498,586 Views

[quote who="GoodGame" reply="18" id="1932629"] No substitute for time? I think you mean, 'There's no substitute for POWER'. Ummm.....pOWer. (work per unit time).[/quote] Need to do crazy research "Magic to Matter" [quote who="xthetenth" reply="4" id="1933411"] Why do producing cities need to be at the top of the list if other cities need the resource more badly? I'd prefer a true priority queue, where each city's n

148 Replies 498,586 Views

[quote who="Nathaniel Richter" reply="4" id="1933099"] Agreed, but if you are going to do 6 GB ram might as well make it 8 GB. [/quote] Next Intel socket 1336 offers triple channel ram possibility (3x1 gigs or 3x2 gigs). So it would be very likely to see 3 gig & 6 gigs in 2010 future PCs.

21 Replies 65,636 Views

For each ressource, we should have a list of priority. Cities at the top if each list are producing that ressources. The fellowing cities have top priority to get the produced ressource and so on with at the bottom the cities which will be the least supplied. Each list can be re-ordered but ressources producing cities are always on the top for the ressources they produces.

148 Replies 498,586 Views

The best would be a the world divide in area, for each area you can buy, trade, get maps that increase you understanding of it. You can also explore but some dongeons & secrets should be only available through maps. The objective would be to discover 100% each area. Somewhat like sea maps system in the old "High Seas Trader". NB : It would be good to have some hard dongeons close to the starting positions that would advert the trope : "Farther you are from

15 Replies 12,752 Views

Player should start with a rough map of the world & a better one of its immediate vicinity. The game universe has a past, so it's not uncommun to start with some minimal geography knowledge. It could be nice to have maps as purchasable items that would give you more precise information about certain area : dongeons, ruins, mines,....

15 Replies 12,752 Views

[quote who="Torment" reply="7" id="1930454"]I am wondering that why the devs are "ignoring" some threads, while in some topics not one, but more devs are replying. [/quote] I have the same feeling like you however i think a such feature has to be pondered lenthily. Is it doable ? How to keep it balanced between human player and AI ? How to keep it balanced with others forms of gameplay (Heroes based, Mage spell casting based, ....) ? I hope for monsters

14 Replies 51,305 Views

[quote who="DC" reply="15" id="1929710"] Quoting FarAway Galciv, reply 14 Leaving a hole in my unit selection and/or kingdom abilities enhances replayability, and makes me work to discover different ways to win the game. Great point, one I had not put my finger on but I think is part of why I really enjoy games that use branching exlcusive decision paths. Replayability becomes almost infinite when you have lots of exclusive

22 Replies 74,422 Views

- Must renew the monsters & the others threats during the course of the game. - Dungeons you visited once can be occuped by other monsters or even another players warbands. - Have something like an Wilderness rating for each areas of the map, lower the rating and less likely you will have an outburst of monsters. As the game progress, the willderness rating would drop to the point the monsters would unite and launch a war for their very own survivals.

20 Replies 14,847 Views