Excellent. The fountains of Alearindi are some sort of monster-inhabited ruin ala MoM?
leeboy26
Italics for descriptions. For some reason they make me want to read them more.
I'm having a nerdgasm.
Kay is a local Michigan-bread Artist eh? So she'll be creating the images for loafs and sandwich-based spells? hukhukhuk.
Well lets hope there's a knoll-esqe faction that can't build much but troops.
[quote who="Frogboy" reply="30" id="2419988"] Originally, we considered a system where players mined the ore which in return was turned into equipment which in turn was shipped to wherever it needed to go and only when it arrived would it end up on the soldier. It's a lot more realistic but it's not fun for most people. It's not fun for me anyway. I didn't like Colonization for instance. I don't want our system to be like that. [/quote] <
@ psychoak - Agreed. The most satisfing strategy games I've played have taken more than a day to pick up, often I'm still learning after a few weeks of the intricacies and various strategies I can employ simply as there are so many things to consider that are possible to bring in to a workable strategy. If I can play a gam
delete.
The SD team should play the original or remake of Colonization to see how research gathering and storing can really add an extra dimension of immersion to a game. The ability to extract a raw material, process it in one of your factories, store it in a warehouse to sell or use the excess as emergency stores adds some interesting economic angles; for example- an enemy native American raid can lead to stores being stolen, or if you over-produced and you have no ships to transport it it
[quote who="lifekatana" reply="146" id="2418485"]GODDAMNIT ARE YOU DEAF?[/quote] Perhaps you are unawhere of how an internet forum works; you can be deaf and still understand the argument without recourse to sign language. 'GODDAMNIT ARE YOU BLIND?' would be a far more logical rant. [quote]ADDING DAMAGE TYPES IS PROBABLY THE WORST GAMEMECHANIC YOU CAN ADD. [/quote] Worse game mechanic you can add? Don't be ridiculous. [quote]I wa
I suppose if you have differant weapon damage you'd also need to implement differant armour modifiers as well e.g: Armour: Leather: Def bonus to lightning attacks, blunt weapon damage. Def penalty to fire attack. Mail Coat: Def bonus to slashing weapons, def penalty to lightning attack Plate Armour: Def bonus to slashing and piercing weapons, def penalty to lightning attack and blunt weapons over streng
I believe I share many of the concerned sentiments of other posters. There is nothing wrong with old school but we should be clear just how old school it should be. Simply having attack/defence/hp and one form of damage is even older than PC gaming. There should at least be- Damage types: Slashing- Swords etc Piercing- Arrows, bolts, Spears etc Blunt- Maces, clubs, etc Even the original Age o
They should be in, but in a less prominent way then in HoMM. I'm playing the fourth one at the moment and after a while battles become monotonous simply getting the creatures summoned up and completely disregards building up armies. I think only having them being summoned up in a city after a few turns would be the best way.
My pref would be C or at a pinch A. Option B seems to rather unworthy measure that would make a mockery of the resource system. Sid Meier's classic colonisation (great game) was one of the first to have a commodities system whereby you ship/store/manufacture goods from raw material in your colonies and sell them to Europe or the natives. A warehouse system (upgradeable naturally) for the excess would be welcome. Also units simply needed to be any population member given fifty
I don't know how the spell research thing has been decided upon but I would like to see certain resources (Mercury, Sulphur etc) play a part in the ability to research the higher level-spells, and also perhaps needed for the casting of the most powerful spells. I get very irked in fantasy strat games when all spells near the end are Death-spell uber-doom stuff. At least have a rare ingrediant needed to cast them or rely on lesser spells if you've been out in the field too long.
So the Kingdoms are good and the Empires are bad eh? Anti-imperial propaganda sez I. If the factions have significant differences (although with the customisable units I don't see how differant they can be) then I suppose it will be variable enough and the need for malleability in regards to ethical choices wouldn't be so alluring. So long as there's not a Black & White- like gameplay mechanic were you commit one poxy evil act and your settlements sud
[URL=http://img169.imageshack.us/i/elementalspellcraftlife.png/][IMG]http://img169.imageshack.us/img169/204/elementalspellcraftlife.png[/IMG][/URL] Looks very smart. Reminds me of that card game Magic: The Gathering. I assume the 'sacrifice' button lets you scrap a spell for magic points or whatever. Not sure about the 'gifted' bit; does it mean the channeler is especially strong with this spell? I can't make out the round symbol on the fireball card. I
If there's sea-based trade then having sea monsters disrupting it and military naval units (is there confirmation of them?) would be good. Age of Wonders and MoM had them of course so I see little reason why they shouldn't be in. At the very least something like- Sea-serpent (Small, medium, large) Titan Crab Leviathan Kracken Merfolk If Stardock are feeling particulary adventurous having some of these creatures come ashore with a 'amphib
Nice, but I prefer my spiders a little less on the bulbous side. Games never get the aspect of primal fear of spiders right. Wolf spiders make better models, imo.
Sounds sensible to me. If Sauron had kept his forces guarding his backyard rather than sending them off on a field-trip he'd have conquered Middle Earth.