Great idea! And it wold be very nice if some icon in this forum represents fullfiled achievments. If the number of achievments is let us say 100, the icon would be 10x10 square, where specific pixel(s) represent fulfiled achievments.
mrakomo
Someone mentioned he tried Fences on Win7 and it worked. However Windows 7 is not yet completed and M$ may add some new features that make some aplication not to be functional.
[quote]Turn_2 = 100 gold reward; Day_20 = 1,000 gold reward; Turn_200 = 10,000 gold reward[/quote] Good, however the size of the map may be important too. Perhaps more important than turns is the number of cities (worldwide, not just player ones). The more cities in the world, the higher reward. As a hint may be also used the worldwide income (income of all nations), strenght of the armies and probably some others. Spoils of victory: 1) experience for unit(s), that tr
I agree with both of you however we have discussed the word "rubber" with my former English teacher. He told us about cultural missunderstanding he had with this world. This word tend to be more "something" in british English and it has other meaning in US English. I think however there shall not be a problem with adding some riddles to the map. Actually there is no reason to treat riddles differently from the quests. Heroes IV had this thing very well solved. You had a script languag
Riddles are fine and they can be especially usable by the map makers. General riddles shall be however only an addition with no too serious penalties for not solving them. Otherwise it is "save-load". Possible solutions of the riddles: 1) choose one possible answer from the list. I think such riddles shall be changed afther the load game 2) written text - such riddles shall remain the same after the load. The reason is you may have a good answer, however the "right answer" was
As for the names - my friend played an RPG game once. For the request "enter valid name" he entered "valid name". The dialogs appeared pretty funny (Hello Valid Name.....)
Fences is a good addition to the desktop, however I found some features I don't like: files that are put to the desktop by other ways than drag-and-drop (e.g. Firefox loads a file from the internet and places it on the desktop) ignore Fences. The result does not please me, because the new file appears often under a shortcut created by fence. Due to this the new file can not be easily accessed, unless I move the fence above it. I do not understand a fence named R
FF3 does not leak much. However it does not end sessions of the closed tabs. It has the advantage they could be easily revived, if one accidentaly closes them. However it consumes memory. I prefer it this way - a lot of memory is no problem nowadays. What I dislike on FF3 is Stardock forums do not work properly with this browser.
It may be usefull from time to time to erase all temporary files and a browser cache. Especially if one has problems with the browse. 3rd party tools may do this too. Be aware however of the anonymizers! They are a usefull tool somewhere, however not if you want to save your login information.
To the original idea: it is interesting, however it would be bad if we consider large empires with many cities. Build queues would work better.
[quote]I don't see why farms should always be built outside castle walls[/quote] A farm is too big to fit the city wall. The wall around the farm would had to be very large. It would be very expensive (a lot of material needed to the construction) and if you want the ctity wall to be usefull, you must add defenders to it. Long wall = lots of defenders. And the farm produces only limited amount of food. In medieval times it was quite common, that if an enemy army got clos
I hope the the content will be moderated. Otherwise it will turn to the chaos.
At this time we speak about the humanoid cities. How about the crystalline ones? (Of The Cataclysm). They shall be quite different.
AFAIK a keep or a fortress was in any larger settlement in medieval times. So I guess every city can have it. However I very like the idea of the limit of the town structures per the map tile. It really makes a sense. However it can happen, that te population decreases in the city. What do you suggest for this case - shall the already built improvement be destroyed?
I guess there will be much more buildings. E.g. bank - it represents the category economy buildings. I am nearly sure a marketplace will be present. It was in every medieval city and even in bigger some villages. And there will be probably much more such buildings. Casino, pawnshop, mint, various guild houses They may be also "resource-related" - horse market, food market... The same for the storage facilities - grannary, various ranches (where steeds may be held) etc. We will see
Displaying the leaves on trees - it was one interesting project on my university. I don't think we should insist on it. However zoom layers are a very good tool. Perhaps it would be nice if it would be possible to store the zoomlevel and use a shortcut to switch to it. As for me if I play GC2, I use mostly 2 zoomlevels and adjust them by the mouse wheel. The shortcut would reduce the time to adjust the view.
It was said the caravans can be ambushed. This is good. It would be nice to be able to add a protecting army to the caravan. The army would follow the caravan and in the case of ambush it would protect the merchants. I miss this feature in GC2.
[quote]Why is it when something new comes along there are individuals who just have to say that[/quote] The answer to this question is quite simple. We all want new features too, however we want the old ones to be supported too. If no one does say it, the project managers may decide there is no need for funding the backward compatibility. And as for me I do not want to spend thousands of bucks to get the computer to the working state where it already was. The other reason may
[quote]the one problem I can see is making the AI deal with them effectively - both the first time and subsequent times.[/quote] This is exactly my point. If you attack two or three cities with the invisible wall, you will not be surprised if the third, fourth etc. city has the invisible wall too. So if AI wants to handle properly, the invisible wall will have no desired effect. However the invisibility is fine. Used on units: in the tactical combat it shall greatly increase t
Well, if older applications cease to work on their new operating system, I will not use it. Neither will many others. I do not use 16-bit applications anymore, however those 32-bit should. Even on the 64-bit variant of the system. I want most of the older games to be operational. As for the games, I wish DirectX 9 and older classes to be HW accelerated, not to be emulated as I have heard they are if you have DirectX 10.
I agree that auctions are a good idea. If implemented, it may even be possible for neutral merchants to sell the artifact (like megaevents in GC2) or the mercenary units to offer their services. The checkbox idea when creating an auction is also good idea. I suggest to add buttons select all, select none, select allies, invert. The default setting should be all except the nations i am at war with. For multiplayer purposes there shall be a possibility to add a message. Tr
[quote]And to deal with the problem of the attackers being able to see the defenders through the wall, the illusion could be made more complex and could 'lie' about what's behind it from the outside.[/quote] This may work, however it is a projection, not the invisibility. However how do you think such thing could be implemented? What shall AI do? What would probably real players do?
The problem of the hidden city in the game is the cities in the game are not Gondolin like. Gondolin could remain hidden, because it was completely isolated from the world. However cities in this game are considered not to be isolated. If that happen, merchants can not access the city, nor the peasants.The city would starve and you would get fine ruins. If on the other hand merchants can enter the city, spies can do it too. Invisible city walls is a bad thing. The enemy units will see
The invisible wall is a bad idea i think. A hidden city is also nonsense - even a blind spy can reveal it. It is difficult to hide something, where there are lots of people. However invisible units or fake ones are usefull. Such things are quite common praxis of the warfare (even if not achieved by spells). Bridges (un)destroeyd also make sense. Fooling the enemy is often more usefull than the direct combat.
I think the masking spell was in Heroes of the might and magic. It allowed to mask units in the army - you could see all unit piles to be the strongest beast of the army. It was however not quite usefull - such thing may be used to protect weaker armies, however the higher level of this spell caused the number of the beasts of the pile to be zero. So AI wanted to attack you more likely, which was exactly the thing one wanted to prevent. I think something like this could be definitely us