The expanding map sounds like an amazing idea...lots of potential there. I've always had a mild dislike of campaigns where you conquer an area, and then are moved to conquer a new area without any contact with the area you just acquired = so old and unoriginal!
Paradoxnt
I really like the idea of the dragon sending the player on a quest in order to get his assistance. Maybe even make that assistance a time limited event....afterwards, the dragon returns to its lair.
GRRRRRR!!!! I had better not see anymore of those freaken Pink Ponies!
Hmmm, I could actually make use of Hot Seat play.
Come on, who doesn't like the idea of having an 'Island Fortress'? Of course, somebody will simply send 'Island Fortress Cleaners' to take you out.
Here's my 5 cents on a retreat option. 1. Units that try to retreat should need to be at their start position....of course, that means you can try to retreat your units on round 1 of any combat encounter. 2. Once at the start position, when a player selects retreat, his unit(s) should be immobile for 1 turn = his opponent(s) will effectively get one free move in regards to any retreating unit. 3. Retreating Armies that are slower than ANY enemy units sho
Well, IF there is an upkeep system on units, the killer stack can be defeated by fast raiders in the enemies caravan routes (which will also increase your resource income). Once the enemy loses the ability to pay/supply his troops = killer stack starts to implode. Or, maybe they'll use the same 'upkeep system' as Sins = killer stack guys make FAR less income than the more military restrained players. Grrr, there is so much reading for me to catch up on. Does anyone
Once a hero (or Sovereign) is slain, the victor should be able to loot any and all magical items left behind. IF the victorious side doesn't have a hero to make use of these looted items, the regular troops should be able to pick the items up (but not use them...unless the items are meant to be used by regular troops). Of course, any items that are being enchanted and powered by the defeated sides Sovereign should be returned to their original condition (whatever conditi
I would prefer it if your Sovereign dies, you lose the game (like the first Age of Wonders). Of course, I would be just as happy if the game settings can allow players to choose between 'appear back at capital city after a few turns', 'apprear back at capital city after a few hours with loss of XP' or 'instant death'.
I have to side with GW Swicord on this one , Stardock really needs to focus on the single player experience first.
Yeah, I would be totally fine with a naval battle system similar to Rome Total War.....where your ships can gain experience BUT all battles are auto resolved strategically. I wonder if merchants (caravans) will use the seas? I hope they do.
Just curious, but is there any word on whether or not naval forces will have a place in this game? If so, will there be multiple ship classes (such as transports, frigates, galleys, warships)?
Hmmm, a Kohan type army creation system could work for making squads. I mean, an army would have several main, support and special slots for different types of troops. When forming the army, you could even leave some slots empty if $/time is in short supply. So for example, your battalion creation could consist of a front line of footmen, a back line of archers, and a special slot filled with a leader or hero. *The Battalion would travel at the slowest troop comp
Hehe, Duke Nukem Forever.....strong emphasis on the 'Forever' part!
Yeah, for multiplayer it might a good idea to have 'turn timers' to prevent slow pokes from irritating other players..... But that said, I agree all resources should be focused first on making the best possible single player game.
If there were a vote involved, I'd vote for a Hex grid. However, I can live with squares.
Yeah, pull economies seem to have less risk than push economies in terms of 'excessive micromanagement'.
I love Option 3 the best by FAR. Still, it needs to have the ability to 'turn off' buildings in cities that you no longer want to have caravans shipping resources to. I would prefer the choice to make buildings 'dormant' than to being forced to destroy/deconstruct the building to regain a % of resources and to free up space (of course, that should still be a choice)....just in case you suddenly need that city to produce that type of resource again. TOO many
Hi Wintersong, my old job was okay (I was a Purchaser). But I had an asshole boss who liked to take out his insecurities on me. I have a lot of resources still though (no girlfriend or kids = I am pretty well off financially). So there is no stress of me going back to work anytime soon. This means that I have a ton of time to put towards this game once the Beta is out.
Count me in!!!!! I recently got laid off work (YESS!!!) so I have plenty of time to devote to this baby (YESS!!!X2). The Fantasy Strategy game has been my favorite type of game since Master of Magic and Warlords. Elemental looks very much like a combination of MoM and Age of Wonders (the first one)...both of which make my top 5 list.
Hmmm, JasonFJ has a Death Star model mesh available for download. Seems he doesn't mind others using it as long as they do some work on making it better.
[quote]And Para, when you install Entrenchment, it doesn't install over Sins, so you can play vanilla sins or Entrenchment while Entrench is installed [/quote] Lol, thanks John! How've you been these days anyway? What have you been working on lately? As for being laid off, it gives me time to enjoy life and relax for a while. No kids or wife means I don't have money worries. Also, keep in mind that I am Canadian and we spen
I've gotten Entrenchment (thanks again Yarlen!) but haven't installed it because I am more interested in having the mod work properly. Once you release your never version, you can count on me to spend entire days play testing it. I have plenty of time to do so....gotta love being laid off!
Seems quiet here...too quiet! I guess most of us are just waiting for the next Sins of a Galactic Empire beta version at this point.
Hi EviliroN, it isn't that the caps are made smaller, it is that the scale of all ships is reduced. So, SSDs are still many times larger than Star Destroyers which in themselves are much larger than cruisers. It really works out better this way for 2 main reasons. Ship sizes look more 'realistic' (ie, less ridiculous) compared to planets and grav wells. Also, ship pathfinding works much better now compared to when ships were oversized.