So if I make mods and want to play in multiplay with a few other people, how does that work? Do we all have to have the dame mod or will the host have a way to give them my mod at startup and if so can changes to the customization screen be transfered as well?
seanw3
What if we went for a little realism. Phased turns or being able to do everything but move and progress when it isnt your "turn." Make units, set research goals, engage, observe battles you can see. The new idea I have is that the ones you cant see would generate a message that pops up telling you of a great battle that has recently taken place. You would actually hear of battles in the old days by messengers that sent out news or traders and travelers looking for a quick coin. So that way ev
Maybe roads should be on a sliding scale. Completely ignorable if you are fine with dirt ones and centrally important to strategy if you are more of the public works type. Cost of maintenance would be offset by tactical and trade use. It would take time and resources and only really be feasible to do in the midgame but very beneficial to a heavily armored unit strategy that had few move points. I think that if my enemy built roads it should decrease his economy enough to offset his ability to
There was an excelent episode of stargate atlantis, the only really good one, that presents the profession question quite elegantly. A scientist and a military leader find a room in atlantis that has two computer terminals. They each are connected to two actual races on a far away planet, unbeknownst to the two expeditonaries. They proceed to use the room as an Elemental type game for several months before realizing the game is not a game at all. The scientist used his advanced k
I have changed my mind. I want demonic monks that all use a quaterstaff. Cheap, quick, easy to train.
America was founded on the principal of keeping white male's wealth secure from taxes and outside control. Our subsequent voting and tax systems have been constructed around that ideal. As a white male who may soon be wealthy, I am opposed to this policy and will try to stop it through democratic voting and protesting. That is my opinion, which is supported by facts and is perhaps a little one-sided. If you have seen what I have seen of America in the past three years, I must say you wou
Hey frog, can we mod the leader creation screen with more falvorful or historical leader traits. I, as a slavophile, would likea chance to have some of the russian leaders traits, while others seem to like some guy named alexander. Just wondering how flexible this type of thing will be. [e digicons]:frogboy:[/e] [e digicons]:frogboy:[/e]
My units will be trained to use the tech i have. Maybe you are underestimating new units. They are not conscripted, rather hired for their skills. We should hold off on whether or not our ideas make since until we are further along in developement though, you are right.
Sovergn should be an option for proffesion-- you were a sovergn and then got channeling abilities and continued to rule. A loyalty bonus perhaps? Are we going to be able to make/mod our own professions?
It doesn't make since, but it would balance things. Soldiers carrying flame weapons would be able to do more than minute damage because they are on fire and are therefore stronger. Maybe fireswords should do +7 damage and elites get a percent increase in attack. It would be unbalanced to let weapons mean nothing in comparison to high levels of soldiers, heroes maybe.
Or the nook, any document format!
The Khan empire had some of the largest cities ever recorded.
[quote who="Wintersong" reply="12" id="2555312"] Quoting Frogboy, reply 10 I dunno. I tend to think sand box mode should be just that. In the campaign we can stick to lore. But in sand box, I'd like to make it so that people can play however they want. You surely want to elaborate more about that. Could be considered a hint of "In sandbox there is an option in which you get to play dinasties and forget about the 'Sovereign Death = Game
An average time/turn rating for each player would be good information to give out when starting a game. Also games played/completed, and times won. What kind of screen are we looking at for multoplay froggsie?
[quote]I am extremely opposed to the idea of connecting time to anything other than the turn system itself... time banks and gold costs just seem very WIERD to me..... and would probably be either useless or way overpowered, depending on how much they're worth. I rather like the idea of just running a timer for moves like they do in chess, but I would prefer assorted turn-length settings with time determined at the lobby, complete with an untimed area for slow patient people. That way, the tw
I am suprised you posted here, most have left me for the shiny new elemental forum as you hinted to above. I love this game. It is more easily customizeable and varied than anything on the market. I mod everytime I start a new game. That makes it a brand new game. Sure its not perfect but I find myself solving most of its problems and enjoying the learning process. Who knows maybe one day I'll be a dev and can read people's ridiculous complaints about the masterpiece I create. New tec
I am going to analyse the hell out of your writing style.
I would guess there will be an awesome cinematic involving all my enemies being crush under my heel. Call me simplistic but that's all i need.
[quote]Without randomness, the game will get boring, repetitive and predictable because everything will become known.[/quote] Mods Mofds Mods Mods If, however we could get access to the random event functions, that would be endless fun. (Hard coded in Gal Civ and maybe here too [e digicons]>:([/e] )
great diagram
Empire failed to beta AT ALL. Back to the discussion at hand, Yes defaults are great for following lore but even though there is a book coming out for this game lore limits my imagine-nation. If I want to be a giant spider king, I should be able to. I'l be a fallen race kept secret and I'll even write my own bio.
Maybe elites could become heroes?
Speed enhancements usually function, did you alter their improvements file?
You guys are missing the point of the conversation. I am not concerned with implementation of random events, but with adding nondeterministic elements that create a better sense of Kingdomhood. "The first is competition. Competition is fun, people like it. For it to be fun, it must at least seem fair. One thing that makes a game appear fair is a simple, comprehensible set of rules. While the system you describe would not necessarily be random, the calculations would be so abstract and