You should be able to make units with some abilities. Like camo, skirmish, shieldwall. It should just take longer to create those units. @ Supreme Shogun: All units should have flanking. An axe in the back deserves no less a dmg bonus then a dagger.
DsRaider
Ya, seems like a nice detail to make your beasties really yours. also i like the idea of upgrading monsters.
Ya, seems like a nice detail to make your beasties really yours.
Ya, some basic mount and beast armor would be great. Maybe a preset skin or three for your race and a number of stat changes you unlock.
Does seem like a horrible system. Maybe its just and early build though. It would be prety horrible if you had no actual contol over what your soveriegn looks like if you want to play competitive. Whats the point of making a backstory and custumization if he just looks generic.
Ya both a small automatic militia and a building that upgrades both numbers and equipment for militia is a must.
Don't really care as long as they are interesting. Fast Monsters, Flying Monsters, Swimming Monsters, Poisonous Monsters, Petrifying Monsters. Ambush Monsters, Monsters with Weaknesses and Resistances, Regenerating Monsters, Monsters that have Breath Weapons, Passive Monsters, Aggressive Monsters Each Monster should be more than just a skin and hp/dmg difference
You could always allow players to fiddle with their paper dolls between turns if your worried about players spending too much time switching around epic loot.
Wrote this for another thread but almost fits here better. So i'll repeat myself The best counters aren't weapon types, as mentioned above. One of my favorite systems is skirmish and shield wall formation. With some extra training a unit type can change their formation either coming closer together and slowing down or spreading out and speeding up. Spread out units would have a increased chance to dodge arrows and naturally helping with area dmg spells. Tight formation w
Not just you. I think a very charitble weight system would be good too, one that slightly reduces speed. So that your sovereign doesnt become a walking store and there's a downside too your 6 foot sword and 2inch thick platemail.
The best counters aren't weapon types, as mentioned above. One of my favorite systems is skirmish and sheild wall formation. With some extra training a unit type can change their formation either coming closer together and slowing down or spreading out and speeding up. Spread out units would have a increased chance to dodge arrows. Tight formation would have lower speed and increased defense, a charge bonus due to tight ranks works too. Unit types you created with skirmi
Mastery of fire magic allows you too summon a volcano wonder: +Forges more productive +Lava Moat +Prestige
I'd settle for very unlikely to repeat anyway. Just a random generator that chooses everything from enemy type, to quest goal, to background, reward and location seems like it would be good enough. As long as there is a lot of possibilities. Every update should also include more.
[quote]Both is probably the best choice. Units standing atop a wall, or within the walls of their own city, should have conferred bonuses (stackable too, so Defending Archer on a Wall gives more bonuses than an Attacking Archer on a wall). As well as these structures also be physical and tangible Defensive mechanisms that need to be destroyed in some way for enemy units to pass through.[/quote] this + plus gates vs battering rams/siege spells and in large forts catapults on the walls<
Forts to control choke points and cliam territory and resources are a must in good strategy games. Even if only walls and towers built in outposts.
Long live the God King! Descendent of Titans! But ya racial bonus to make up for no diplo bonus.
"At the moment you can train "veteran" units or "elite" units that get just more hp. I also think they should get more "skill slots". For instance a barely trained peasant has no skill, a regular unit has 1 skill, a veteran 2 skills and an elite 3 skills. And if some skills need 1 or 2 prerequisite, then they automatically are reserved for veteran or elite units." While this would be an improvement, I don't think veteran and levels should be in the game. T
I must restrain myself to the feasible. It is HARD It would be awesome if combat spells could react in exciting ways. Setting trees and grass on fire. Steam dmg in a greater area when your firesword hits and icesword or when you fireball water. An earth sword grounding lightning dmg. Lightning weapons and spells doing more area dmg to units in water. Earthquake creating impassible terrain or falling rocks from a cliff. If you use life drain on a poisened unit
Forts are absolutely necessary, as are roads. Defensive buildings are a huge and fun part of all great strategy games. The best sytem for roads would be automaticly connecting cities, mines, forts and villages. Slowly building themselves. Outposts and forst could be used to extend roads to faraway cities, increasing trade bonuses but costing upkeep. Building out of the UI like command and conquer seems like a better idea to me though.
How about a mini card game that allows people to bet in game gold?
^ What Seaneng said! Futhermore you could have the option to set a limit to the time spent in the first phase. In the second phase units would all move at the same time, and if they got to close they would interrupt eachother and enter combat. You might have to make the aggro zone large so people don't passby eachother. You should be able to see ally movement plans. To further reduce wasted time combat would only start after all units completed their movements. Then al
The beta 2 notes said that most of the pirate improvements have been included now. I would appreciate it if someone could describe them.
I agree with both the OP and N3rull. The trade system really needs to be xpanded but it needs to remain streamlined and hands free. Trade ships are a necessity in this game as they can easily double your income. When I play I find it a bit stupid that my Varsari have to spend money and time researching trade in order to compete with TEC. To counter the fact that trade is so vitally powerful and gives you so much money it should have larger downsides. This would also be more realistic, you can
How do you increase/decrease turn speed? After looking around the mod section I have found that some people say it is imposssible and others say they have done it in their mods....
Im rly suprised no one has brpught this up before but would it be possible to mod in space monsters? I have had some sucess modding some simple things like adding new ship and creating new abilities, but I don't rly know how to do this the way i want to. I know how to create them and add them to planets at the start but would it be possible to make them attack planets like pirates or like rebels from that TEC ability. If so could someone please help me, I have looked at the code that co