I have been working on a line of level 1-10 quests that focus on a Cirlcle of very powerful and evil beings, hell bent on returning the realm to its former, rampant evil, state. I want to do a lot of things with the questing system, but I am unsure of its capabilities. Right now I am thinking about making one quest remeber a choice I made in a previous one. Example: If "Choice0" allows me to gain a hero to fight for my cause, can the next quest or thirty quests later remember that he
seanw3
With global mana I would really like to see some specialization on the caster side. We have a leveling mechanic and theoetically anything can be added. I think adding proficiencies towards either elements or books would be an inteligent move for the core game. It could be as simple as giving a proficiency point every five levels that could be spent on different ways of making the caster more powerful. Since the Sov tends to level faster than others, Sovs would still be the most powerful users
The summon guardian ability is a brilliant feature and idea. It forces a strategic trade off between an awesome unit and long term economic goals. There needs to be options like this: Draft Militia- Takes able bodied men to fight without training. Uses low weapon but takes no time to build. Forge Weapon- Uses no resources to have a random magical weapon made in honor of the Sovereign. Receive Heirloom- A villager gifts to you an ancient magical item to protect you
Another solution would be to add a parameter to the section of the quest data. I think Heroic adventures or Sovereign only adventures would really open up the kinds of stories we could tell in a given quest. We would still be able to use full army encounters, but the quest creator would be able to define the situation.
I can't wait to see the new magic system. It's like buying a Wii when you already have and love the gamecube. But the Wii is free and comes out a week later. The Wii sucked but I will wait to equate this to that until I see the new system. I am optimistic about it being awesome despite how much I like the current sytem.
I think a mana regen ability would be a nice ring or staff attribute. This will all change on Tue so it is a little bit moot.
I like the cut of your blade.
This is a great way to make heroes specifically important for questing. It makes warfare less overpowered. Fact.
It coud be easily fixed.
Shhhhhh! Don't tell the devs about children getting up to +4 mana per round in combat. Lets keep this our little secret.
" 2.2.4 City size does not matter: In the rule book, they said that you should be scared of a player that controls a metropolis. If you think about it, is there really something to be scared about?" Yes. Larger cities train units 50% faster than small ones. Influence is decided by population, which means a larger city has economic, technological, and magical power. I agree that there should be more advantages though. It should also
" 2.2.2 If you have no gold mine you are screwed" This one is solved by attacking creatures which gives you cash. Essentially when you start you need to scout for gold. If you find none you should use the resources you do have to either tech up to palace and other civic economy techs, or start killing for money. It is one of the best strategic aspects of the game.
" 2.2.1 Ressources are too important, it breaks the game: Resources are the only income in the game (except a few basic buildings that gives 1 income). Which means that if there is an area with no special resources, there is no interest to actually build there. You could consider this area dead. So it means that not all the land will be colonized. So the strategy of the game right now is really focused on controlling spe
I can't help you there but try posting this as a new thread in the mods section or in support if mods doesn't help.
I would love to have that kind of magic battles though... I spawned a sea monster to entangle you! I turned into a dragon and ate you!
It would be hilarious if we could just choose from 1DN, X+YDN and whatever that interesting system Larienna came up with at the new game screen. Maybe even agree before a multiplayer game. If we could choose via impulse things would just be a little too crazy I think.
The continuous system is partially there and could be developed and implemented by a group of modders. There are a few here that have expressed interest in making it work. I for one enjoy long thought out decisions at every turn and would not really like to rushed by a continuous feature.
Try setting the level up to give auto hp every level and let constitution add some more ho and a percent increase. This will fix hero hp fairly well. Obviously you will have to wait a few weeks to change the code yourself, but it will work unless the devs fix it before me. [e digicons];)[/e]
Only on post for global quests but that is on hold until I see the python opended up and an xml functions list. So lets use this post and really get specific on the details so others can use the same questing system. Ok?
If the 1DN doesn't change, the modding community can give about 30 alternatives within an hour. The only thing we need is the AI to know how to use it.
I was really just making a point about the pointlessness of polling in many cases.
ability* not hability. Habitable is the liveable condition of a place. [e digicons]^_^'[/e]
So if polls only represent a certain percentage of a specific type of user, they should put a small team together to figure out how much that group represents the feelings of the whole community. They could probably just ask the community how much these people taking the polls about polling allign with their interests and goals for the game. They could even set up a convenient tally system on the forums to allow the whole community to quickly and easily guage these pollers rel
You are welcome in the mods section anytime and we try to keep it queit that we get a lot more attention there than people realize. It would be nice to get a bonified C++ junky in our ranks. That said, the AI is still under heavy developement and is expectedly very fluid at the moment. I would hold off on getting this kind of data untill we have a firmer foundation of tactical and magic mechanics in front of us. I know it is frustrating, but think about using the stock editors an