Yep, dominions had a ggod way of doing it. But it could be improved. Take the flaming skeleton. It's just a skeleton.. with flames. Why not ice? or acid? or whatever? I mean most spells could have a (or some) "minor" tweaks available. When you cast the skeleton spell you can choose the minor ice or flame or acid or etc... In dominions you don't have suh choice. And choices are always a good thing.
vieuxchat
In civ 4 I like the fact that we can win without too many fights with the culture win. And why not a sacred alliance win? The beast should be really tough and harassing players since the beginning. If the beasts becomes too strong (like the own 50% of the land mass) the players are obliged to ally and they need to cooperate to win.
I do love the screenshots we can see. The map is just beautiful, like an old parchement. I do love the handdrawn feeling. I think that's a good art choice. Because no other game has that kind of visual feeling. The handdrawn way of showing the map let us forget the fact that we are in front of a computer. It really reminds me the good ol' days where I played pen and paper RPG with my mates.
Fall from heaven 2, a civ4 mod, use magic nodes in an interesting way : the magic you can research is bound to which kind of nodes you control, and the powerful spells need several nodes of the same kind. The interesting twist is that at the start all the nodes are neutral. And a wizard can build a node amplifer that will give a kind to the node. Once done it can't be reverted. The wizard can only creat a node of a kind that is already controlled. So the only way to learn new way is t
[quote who="Tiavals" reply="5" id="1926562"]An interesting idea certainly. While it would probably create somewhat "faceless" heroes, I suppose that would still be neater than just having a unit with Elite experience. Then again, I do like my companies of elite knights as well. This is, of course, assuming that normal heroes are like those in MOM, where they have a feeling of personality and uniqueness to them. Despite having no backround or such, a simple name and a portrait brings a huge am
Same here. Those events really add flavor to a game. Moreover the probability of a particuliar event should be linked to the way you play. Not enough "nature" structures in your empire? You'll probably have so nature wrath soon or later. Lots of magic buildings? You'll probably have magic related events. An event creator would also be really cool.
Isometric view is clearly the best option .. if you have a flat map. But with heights, forests, and thaht sort of things a movable camera is really needed. Really different unit sizes is a good thing. Moreover unit size should also have an impact to the ruleset (like a morale bonus, a stomping options or things like that) I really hate chessboard like maps. But it's just the fact that I played so many wargames with hexagones that I feel acustomed to it. A chess-map has a flaw
I think like tiavals : the choice of the race shouldn't only be about bonuses but about uniqueness. What can my race do others can't? It could be a change in the core-ruleset. For instance a "warrior" trait would be the only way to get units above the level cap (one or two more levels) Moreover each trait should have a inconvenient. You have the "warrior" trait? It give you a diplomacy penalty of something like that. The choice of traits for your entire race should be
Games like fantasy wars do it the righ tway I think : at level up a unit gain 1 point in attack/defense etc.. AND a feat you can choose. In fantasy wars a unit level 5 is always a force to reckon with. Or a bit like in civilization : if you do lot of research you have a higher chance that magician will come toi your land. If you build lots of armies you'll have a greater chance to attract générals. And why not if you build lots of "nature" buildings you attract e
==> 1st) Special weapons like "boarding" ones or weapons that don't damage the enemy but shut off the enemy's communications or weapons. Support modules that would let the ship be "invisible" for a turn, gas weapons that would inflict casualties to the ship's crew (and then reduce the experience value of this ship). ==> 2nd) Experience : it shouldn't "just" add more hit points but help the ship to target better, evade better, etc... ==> 3rd) Possibilities to flee