How about this? Sovereigns can be female. The initial Sovereign, at least, can channel, so they're the Boss; societal norms be darned. The game automatically chooses a Successor for every Sovereign. By default, this follows the normal pattern in pre-industrial Europe: eldest male closest to the royal bloodline. If no males are left, a female can stand in succession. A Sovereign may designate any Character as his/her Successor. If the
Ynglaur
I like Rishkith's idea. It blends Wintersong's idea, but allows the concept to change over time with the game. Even more interesting would be items that gave additional attributes/powers over time . Think "corrupting influence" or "angelic influence" and the like.
I think a set of unique powers--costly, but useful--would be nice. I'm less inclined to go with damage-dealing special abilities, and more for "soft" benefits, such as: +10% to all interactions with animals (charm spells, negotiations with intelligent bunnies, taming bears for cavalry, etc.) Ability to automatically spot a random enemy Sovereign every turn (perhaps only if within own territory) Ability to add +10% morale to an army that doesn't be
I think the damage types should only be aligned with mana types in so far as the spell effects make sense. Sure, an "Air" mage could cast lightning storm. So, perhaps, could a "Death" mage (though perhaps at greater cost). We can probably avoid the purist rock-paper-scissors by distinguishing damage types in other ways. Mystic damage could be just plain rare and expensive. Everyone will want to grab an elemental damage type, but they'll always worry someone has
I like the idea of spending on roads being used to control road growth, rather than manually buiding each and every one. That gets to the strategy aspect, without the micro-management cost. Perhaps allow the player to build roads manually if they want, in order to speed-up a particular route, or even build roads to other areas on the map (mountain passes, through forests, etc.).
Nice update! "-> AI will not train a unit that was designed more than 100 turns ago " If we do this, then the AI should evaluate whether or not it can design anything better which accomplishes the same purpose. If not, it should be willing to build old units. "-> fleshed out AIChooseFutureCityLocations() so that AI prefers a location near a fertile land tile for it's first city, then near a shard or iron ore deposit for subsequent cities" D
I think it would be nice to have a few types of roads. The first level should be built automatically at no cost, and represents the natural, unencourage trade. It would also, eventually, build roads between Factions, but slower than within a Faction. Its rate would also be driven by the Diplomatic Relations between the owning Factions. Example: Path - Built automatically within a Faction's Cities Built between different Faction's Cities more slow
I took at look at Alfresco and another Enterprise CMS. They're almost too powerful, and gobble up a lot of RAM I don't currently have (stuck at 2GB for the foreseeable future). Geetop - That looks very close to what I need. It doesn't look like tags can be organized into a network, but the catalog feature might accomplish the same function, or get close enough to it as makes no matter. I'll check it out. Btw, thanks to everyone for the great suggestions. 
Is there a feature comparison between ObjectDock Plus and NeXuS anywhere?
Fair enough. If anyone does come up with a Fences view in Explorer, though, I'm there with my wallet.
Elemental currently goes out and grabs data files, which is why it's trying to access the Internet and is tripping ZoneAlarm. Definitely consider putting an app exception rule. Stardock - What port is it using? HTTP or FTP, by any chance?
How about turning Fences into an alternative to Explorer? See my wish for a tagging, tag relationship building file/document management system.
I thought Win7 did this.
Cari - What if you just set an auto-destination, but allowed the player to override it? Doing so would harm relations (perhaps declare war?), but it would simultaneously remove the micro-management of making the player do it, and open up options for "what happens if I ignore this turn of events". I guess I just don't like the game mechanic of moving other players' pieces around just by expanding my territory. I'd rather the territory push result in a diplomatic push, rathe
In the 2d world, compare Baldur's Gate with, say, Panzer General. The sprites have a few more animations is all. In 3d, it's a bit different, but as Cari says: if you're not going for 1st person (which is more the Action-RPG genre, really), it should be doable.
Rather than teleport out of suddently enemy territory, couldn't you just set an auto-move destination out? That way, if the player wants to push the issue, their troops are still in the old player's territory. It makes for more interesting diplomacy, too: "I see your troops are within our, ahem, new borders. You see, our people need lebensraum..."
I'd be happy if IconPackager just remembered the last folder it opened. I store my icons in a separate folder outside of IconPackager's default set, and having to constantly re-navigate back is a pain. (If I were smart, I'd put a shortcut in there...)
Picture a folder with 10 sub-folders, all with a dozen or so files. It would be helpful to see the contents of those 10 folders simultaneously, but without having 10 separate windows open. Having it in Explorer just makes it one less app to deal with. Having "Fence" be a type of View just seemed to make the most sense. In another thread, what I'm really getting after is a way to break the Huge Folder Hierarchy metaphor. If Fences could display tag association
CVS gets version control, but doesn't address the navigation metaphor. Alfresco looks promising - I'm going to download and take a look. Thanks!
Kryo - That's a good description. After thinking on it some more, I want the ability to: Tag files (1 file, many tags) Tag tags (1 tag, many tags) Possibly have "higher" (parent) and "lower" (child) tags as "types" of relationships between tags. Perhaps the more generic requirement is just "tag relationships between tags" Automated version control on all files I think if I had this, I could get out of the folder me
You know, after 13 years of using Windows, and 5 using Windows XP, I thought I knew the interface in-and-out. Thanks!
The Federalist papers (high 20's and early 30's, if I recall correctly) have some really interesting views on taxation. The groups who advocated for the Constitution of 1787 believed the federal government should--and would--focus on taxes of consumption. The natural virtue of such taxes, they argued, is that there were self-regulating. If the taxes became too high, it would drive down demand for the goods or services being taxed, and would thus naturally reduce the revenue.
I remember that one too. It was a great moment!
This looks nice. Remember to add the tag so it's easy to translate into other languages. In multiplayer, AI player 1 could send a message to me in English, and a message in, say, Portuguese to a player in Brazil. For and , it'd be helpful if the tags recognized lists of factions. That way we wouldn't need to repeat large blocks of text if we wanted the text to apply to conversations between (A OR
I vote for more crashes. Preferably to a blue screen. Even better would be the video-card frying crashes Frogboy promised but never delivered. Then I could justify buying a new rig. Darn Frogboy and his empty promises...