RomanGuy

RomanGuy

Joined Member # 3457054
0 Posts 17 Replies 502 Reputation

I too would want withdraws available but have it be dangerous to withdraw because you could lose control of your troops and have the defender pick some of them off. I would also want random battle maps because it would be more accurate terrain and it would be weird to play on a certain map, then later run into the same map in a completely different part of the world. No two places in a world look exactly the same.

469 Replies 1,490,035 Views

I have to say I disagree with the OP's post. I want fully fleshed out lore and races/factions and not necessarily a focus on customization. I do support a race/faction editor, but that should not be the dev's focus right now. Taking GalCiv II as an example, I made one custom human faction based on my playing strategies, but I was always playing against the original factions. I find putting custom races into the game with the original factions to

40 Replies 21,053 Views

Of course I understand that as a game developer you want to appeal to a wide audience, but my opinion is I hope you stick with the lore you have developed. Many games, such as the Elder Scrolls games, are successful not just because they play well, but because they have a very well developed back story and lore intricacies. I would also like percentages for the racial make up of cities, but I understand how complicated it would get if someone makes 30 different races.

104 Replies 206,710 Views

My sovereign was on his way back to the city after rescuing a noble's daughter from bandits and it crashed. Oddly, the noble's daughter did not show up with my sov after rescuing her (killing the bandits anyway) and it did not tell me where to go next. Linky: http://dl.dropbox.com/u/5133204/Elemental/Bugs%26Crashes/Elemental0_3-2010-04-15T23-38-05-619.zip

0 Replies 550 Views

Hehehe, I am majoring in entomology and I love insects! Spiders to a lesser degree, but still awesome. However, I find giant spiders to be VERY overdone in fantasy games. I'm a little tired of spiders and would like something else, like giant praying mantids or ants or something. However, if it is a must, I would support the OP's ideas. Spiders would be much more scary if made with long skinny legs and very fast and agile, not slow and large with stubby le

18 Replies 17,118 Views

Yes, I would like peasant militias to add a few units when a city is attacked. It would be logical and realistic. [e digicons]:thumbsup:[/e]

7 Replies 7,353 Views

No it is not always for the third city, though for my savegame it will always be the third city. I have looked at other posts in this forum about crashes when people build a city in general, be it 1st, 2nd, 3rd, or 4th city. Something must be wrong in the code for founding new cities? I have read others mention certain resources, like iron, may be the problem. Anyone know if it's true or what the problem is?

3 Replies 1,152 Views

I understand what you are saying. I don't know what the devs have planned, but this game is going to need some sort of race/culture system. It would be stupid to conquer a city of another race only to have the game immediately treat the people of that city as if they were the same race as yours. We will have to see what sort of system is developed, if one is developed (I hope).

45 Replies 112,459 Views

I was also thinking that if you have multiple coastal cities that all have harbors, then if one is besieged it can't be taken by starvation, only by directly assault, unless the attacker gains naval superiority. This would represent supplies coming in by sea.

5 Replies 6,269 Views

Sorry for making you write that wall of text. I meant that the unit would have ranged and melee attacks based on what weapons you give them. Slings, bow, and throwing weapons (javelins, axes, daggers) would give a unit a ranged attack, while a sword or axe or spear would give a unit a melee attack.

23 Replies 76,901 Views

Yes but my point is that given the current turns per year and the distance travelled per turn, maybe five tiles if you have the right upgrades, seems unrealistic. It seems to me that someone could travel further in two months, which is the number of months per turn, than that allowed in the game. Just my thought about the current system.

24 Replies 13,954 Views

Watching my sov age I think I found that six turns equals one year. I noticed some problems with that. First is movement. It takes many turns to even travel across a valley between mountains or forests, which means sometimes many years. In two months my sov should be able to travel much further than that. Second I think the years pass way too fast. I have managed to play long enough to have children and they don't seem to last long enough to becom

24 Replies 13,954 Views

@onomastikon- You are right, you can choose which weapons your soldiers have. So far, however, there is no way to give a soldier multiple weapons and I don't know if it was planned to be implemented, as there is only one attack value and not split into ranged and melee attack values. I just want soldiers equipped with a bow to also have a melee weapons for hand to hand combat.

23 Replies 76,901 Views

I don't know if this is implemented yet, or maybe it will be, but I suggest giving archers secondary hand to hand weapons, such as daggers or light spears. It always looks kind of dumb for archers to be shooting arrows into an enemy hitting them with a sword. They should also be able to carry a small shield, maybe along another research path than regular infantry weapons, along with special archer weapons like a short sword. This should help keep a balance because the

23 Replies 76,901 Views