The topic will be pirates, rebels, malcontents, and other sundry non-conformists. I'll present my ideas roughly grouped as I pull it from scraps of paper I've jotted various notes on. 1. Birds of a feather may stick together, but that doesn't mean they are all crows. I honestly haven't played enough or looked close enough at the current pirate faction ship designs to see if they stay toward a given theme as far as race of o
crystlshake
@lorvar Thank You! That opens up all kinds of interesting techniques and choices. I assume that if you select all the parts it makes it easy to create groups of ships or use them for escorts. Ive only played with the animation a little bit so far. Is there a way to create non fluid movement? For example a ticking clockwork effect, or a square movement pattern. (I want to use the angular blocky movement pattern on the more retro designs.</
@lorvar By custom parts Im guessing you save a grouping of parts in the designer. How do you do that? I dont remember seeing an option when saving a design.
Do the larger and more complex ships that use more parts bog down the game? If so, is there a good ball park number for the number of parts to use? (I havent tried my hand at any of the larger classes yet)
This looks kind of familiar. A fast constructor. first attempt at an R-Type fighter (without reference) an attempt at the Outlaw Star
Thank you for the pro tip MrStarTrek! That will be way easier than playing a game up to the point of accessing larger parts :).
http://dirkloechel.deviantart.com/art/Size-Comparison-Science-Fiction-Spaceships-398790051 An ambitious relative scale of a ton of different space ships. Is there a finite number of rounds to a combat? I was wondering if a full turtle or rabbit strategy would work (ie lots of defense or evade with no attack). Or is it possible for units to escape
How do you guys manage the scale of ships for each size? Do you use the premade ones as a guide for size? Or is there some kind of limit based on class size? Also is there a means of fleeing from combat (ie wondering if a turtle or rabbit strategy would work) or is having weapons required? So far I haven't messed with the ship yard too much, I've only done an alternate constructor design and a simple fighter so far but had some
[quote who="Madcatter" reply="75" id="3221699"] And have the cats appear out of a mysterious abandoned mountain fortress?[/quote] The leader could carry The Sword of Old Men which has a lightning effect on it... [e digicons]O:)[/e] For some random events on the lower side of things: -Volcano erruption- a mountain errupts like the volcano spell. The erruption itself could be preceded by tremors and/or a smoke effect if it is within say 4 s
Catsplosion/Plague of...- along similar lines to the zombie one, lots of cat creatures (or creatures of another type) spawn the monster's regular aggression levels could remain the same (ie likelyhood of attacking cities) and have them behave normally (or put the world at seige where they attack everything of a different type) Crusade of the Coveted- essentially a holy grail quest a random item of any type is added to one of the goodie huts/monster loot tables
Event suggestions: Zombiepacolypse- Age of Haunted Nights/Walking Death World anouncement- 'The dead become restless.' or something to that effect perhaps triggered after x number of turns, combats or humanoid units are slain. Numerous nodes spawn that kick out butchermen (since they have that kill and make more unit ability). These enemies attack everything, cities, monsters etc. This can allow some of them to group up to bigger numbers when
A minor tweak I would like to see is having the faction symbol on a banner (larger or at ratio to the figure) behind the sov when you found your first city. For naval stuff I would like to see some kind of use for coastal tiles (fishing, gathering). For anything beyond that unless you can come up with a satisfying naval combat Id use it as path of advancement for a financially strong coastal city. The oceans beyond x spaces from the shore could also be made
I was playing Yithril and lost my capital to a rouge monster stack. Though in their defense I didnt really have a heavy defending force (and my sov was out curbstomping Pricy for messing with me) my sov was too far away to make it back to help. I think it was forced out of its den by kraxis who had a border nearby. I do gotta say though that the maul ability on the bears can be pretty nasty when you are lower level. I think I've seen a chain as lon
Maybe just nudge their y axis scaling to make them shorter (and more burly if the skins can stretch to accomodate it. Perhaps pale and hairy (heat retention and lower sun exposure)- perhaps 'big hair' for a cultural/genetic difference, craggy rock, rocklike skin or rough complexions could also be used depending on the level of medling the titans did. A similar concept may be usable to adjust the 'body builds' of the general units of other groups (for a more frail o
i ran into that yesterday (now that my pc is running i can actually play the beta). Thats the way it would seem from the progression of events (i picked the option of the sword as well) as the sword option response was kind of threatening in tone- something like 'you'd better give me what i was promised.' The part that had me scratching my head a bit is that the hunter guy (aside from seeming to take offence at me not taking just money instead) was the party he had wit
Sounds sort of like a round robin play thru done with dwarf fortress. (ie Boatmurdered- a recommended read for the humor if nothing else) It could have some interesting potential when you look thru the history to see the different ruling styles and how they impact the civilization.
As the art assets are going to be mostly the same, will player made tile designs, spell effects and such be portable (ie will FE recognize or be able to reconstruct a tile/effect made in the current editors?).
Civil unrest is on the rise due to the economic redistribution of gildar, and unchecked spending by the mageocracy. We don't have enough diplomatic capital or governance options to counter-balance the penalties that have accrued on our prestige. This is having a trickle down effect on our production queues and resource capital. May have to rush a patch before
I'd recomend trying some of the mods already available to spruce up the game.
I like reading threads like this to see how different people would propose something should work. I suppose we'll have a better idea once we see more of how the new tree will work. I know that the change for refferencing weapons and armor perked my interest by allowing art assets to put to a greater range of use with less work (such as not needing to make a race specific copy of something when the body type is the same as a default unit). Another option would to be abl
Particularly with elemental being more single player focused the dungeons would be nice, they wouldnt be as practical in a multiplayer game. However I agree that they could be set up either as a random map of connected tiles, or a preset map, or even if your search is abstracted as say 5 tactical 'fights' in a row. there could be non-enemy things to interact with on the tactical screen. I'd have the multi-play work the same way as the main game, the map can det
Flaming land is cool. We'll have a use for that rainbow shift color sample in the couldron. ;) Otherwise some armogedon, fiery doom, meteor storm (im thinking the multi-strike meteor from Final Fantasy) thing could work, or something like a volcanic eruption (lava splater), or something evocative of Hell (rain of blood, from a lacerated sky...)
Crumble, crack or Erode may work for a dispell type effect (or one that reduces the number of charges remaining on countdown type effects) Usable words: polish, crystalize, sift, tumble, granulate, upheaval, sink hole, rut, plow, fortifiy(?), stuff to do with metal like shear, bend, break, rivet, dull, lusture
Some arial themed name options- Guardian wing- Garuda Wing (wing for air themed shelter, garuda as an air based monster/beast/diety thing- could be something lore related that would work better) Anti-archer effects: Crosswind, Downdraft (could be applied to target flying creatures instead), or something to do with preassure or humidity? updraft (pro range of attack or movement, especially for flying units) slipstream or draft (as in car racing)- for a movement
A charmed unit would still have to be targetable by your other units (incase its the last enemy standing) and in that case would it counter attack? or break the charm when attacked by one of your units?