Limiting the range (or scalling cost to range) would be anouther option for nerfing teleport to more manageable levels. I don't find myself using it very often anyway,usually the return spell is enough for me- and is usually used to shorten travel time for my exploring sov.
crystlshake
Perhaps for the second version be paranoia's virtue or something? I suppose it depends on if you want it related to the concept or a creature/person named Paranoia. For the concept it would be the realization that moderation of your paranoia makes it healthy instead of unhealthy. Maybe as an optional trigger it could be turned when you sucessfully perfom certain diplomatic actions while under it's influence? A mild form for something life themed would be antibiotics or a
'Yer ah Druid 'Arry!' [e digicons]O:)[/e] Druids or Rangers I guess? Green Peace faction? I'd be more motivated to save the rainforests if Smokey Bear was breathing down my neck. All jesting aside, I do like it thematicly- and it looks like its more fleshed out in your nature book thread with even more cool stuff. Would the High Grass also boost that units dodge vs. attacks targeting them?
Not so much not liking them as ensuring that the wielder of the Nature book is going to have some pretty good air superiority going for them if they have archers. Like the Tarth...? edit: Regarding the giant bear he could be Roxar son of Roxbin. His heart is big too. ;)
You make a good point on that. There wouldn't be any point to any kind of trasport if the cost and effectiveness of teleportation out stretches it. The people would eventually evolve into teleporting turrets, like those daylek things on Dr. Who. 'Now in this new age of magic, my people, you no longer have to leave your bed, all things can be brought to you directly with my power!'-sovreign via telepathic projection. All of their units would have 0 fo
Not sure, but if it could be set up, you could have the hedge wall end their turn when they enter it, and have them as not targetable while in it (which would make an interesting additional defensive option- not sure if the damage is too much or not) definitely a cool spell. Also the tree shield could be renamed something like Heartwood Canopy, as the canopy would be the part to provide the majority of the protection from ranged attacks. Im guessing that spells are a different ca
One thing I'd like to see in a customizable unit is a scale-able cube. You apply a source image with the right size and file type and each face of the cube would show that image (probably much easier than projecting the image so it is always facing the user. It would work as a place holder. Say you want to add a chimera, a minotaur, some freaky floating eye thing, a slime monster or any of a number of things that don't have a model in-game that would be remotely
Maybe start with the existing tech tree (such that it is) mapped out for each section and then see about making altered connections/paths thru it? Perhaps you start from a few base techs and then can branch out from there? Maybe each node connection of a given tier is x number of research points (vs the current field of research thing) that would keep it still diferent from the normal x points to a tech that most use. Or you could build of the existing tree as a base.
I like to customize units generally, it depends on my mood and why I'm playing (such as if I'm working on a tile design or something). It may be interesting to have lower defense armors provide other benefits (or have versions of them that do) so you don't end up with everyone in full plate other than when your strapped for cash. It would also have the benefit of armor slots not being only about increasing your defense stat. Any of the other stats could be just as viab
Thanks for the thread guys, stabalized my mood after reading thru the depressing population control thread. Car~ma' ?
Ugh, I hope things can some what stabalize (though Im dobtful). Keeping a roof overhead and food on the table can be tough already, rising taxes and a lack of pay increase for 8 or 9 years (even for cost of living) hasn't done any favors. Luckily right now I can get to work thru public transit or by foot. I couldn't afford a car even if I would feel comfortable/safe driving one. As long as it stays somewhat stable, and I can maintain my medication and employmen
I think that one demon summoning spell that costs you a champion falls into that short term vs. long term thing your talking about (and there might have been anouther one as well).
Depending how far into production they are on a given system or aspect of the game, and how much work a given suggestions would take to implement, they probably make a few lists of the ideas we have and put them on a schedule. My guess is that they are going to be more strict on following the development plan this time so once a certain point is reached some parts will be 'locked', and changes wont be allowed. Any thing they want to do after reaching that point would be pu
I wouldn't mind unit orientation being important either (changing your orientation would have to be a free action during that units turn though) It would allow things like backstab, chance to counter attack, and strategic retreat vs. running away. Though being able to have spaces on the tactical map have strategic importance would be a higher priority. Accuracy, stat, and movement modifications would be great. On the bright side there are hints of this in some of t
I like the morale implementation. Another thread talking about unit roles could work for solving some of these objectives. I would have the Eagles able to bypass grounded obstructions (such as the mentioned earth movement inhibitors). I would save the espionage for near the end of the list as it may require a greater amount of work to get the AI to be able to use it effectively. I really liked the wolf pack unit. The morale break ability makes it really interesting a
I wouldn't mind some more styles of armor for both genders. Skimpy or not doesn't really matter to me. I fall into the abstract armor camp, where being able to make a distinct look for a unit/character is more important to me than realistic simulation. There is plenty of room for both. That way I can have my super-tank armor guys and my barely dressed barbarian hordes in the same game. There could be a stat adjustment where some of the def is lost but a d
They'll probably put out something sometime this week. I'm sure they're following the conversation, but they may be more focused on working on the game or discussing some of our suggestions. I suppose it largely depends on what part of the development cycle they are on. There was a lull before this update as well, I'm sure we are all excited to hear the next bit of info they drop for us, but as difficult as it can be, we'll have to be patient. There
For Storm, I'd like a variant (cheaper cost or another spell entirely) that can hit your own units as well (perhaps less chance for your units or based on stats or something-can be resisted) and does better damage or has a lower cost to compensate. I like having stuff that affects everyone equally on the surface, but you can prep your guys to make it still in your favor.(such as a smaller force against a larger one would have a higher likely hood of being struck)
For the factions, you could see about contributing to the UDF mod in the mod forum. Some of the other issues might be addressable thru the other mods offered. Otherwise you'll probably have to wait for FE or anouther update. The nautical part of the game will probably be on hold until they can get it working better (with pathing, and water combat and such), as it was pretty poor last time I tried using it. I distinctly remember the auto-explore not working well and hav
What happens if you get cursed and your playing an Empire though (cursed by anouther empire)? It might work better to have life and death schools each have a generic ritual/enchant that they can cast on their unit either to clear (have a chance to clear) the effect in one shot, or apply a buff which allows the unit to attempt to resist with better sucess (or chance to resist if the ailment doesnt get a resist check each turn. Say the life version clears it by making the unit healt
I think a map generator would help but I do like having the option to play with handmade maps as well. I think a random map option should first do a roll to see if it generates one or pulls a premade map. As far as unit custimization goes, I think that the Trait system they will be implementing will help a lot with that. I wouldn't mind a unit editor though (preferably with a check box for empire/kingdom and perhaps one for faction. I think the empire can make
I wouldn't mind the other factions completing some quests and being notified of important/high visability ones. I'm guessing it could be pretty difficult to implement the if/or type situations though. The first idea could be simulated by npc sovs getting the bonuses- whether it would actually work thru them, or there would be a success/ fail ratio to determine the result of the venture would probably come down to the amount of processing power and game assets would be us
I'd probably start it at one turn and see if it needs adjustment (it would kind of depend on the average distance a threat is at in relation to the city). Alternatively it could be a 'cumulative' type, where each turn duration has a set amount of defect (say like 10% more mana for spells and stats reduced by 10% per tic) so that the defect lessens each turn but is greatest after a teleport. This could work as a pseudo cooldown mechanic, as if you teleport while debuffe
For element related ailments: Burn (fire) -afflicted unit takes more damage (easier to crit them and/or lowered defense) until cured/end of battle/ or resist Poison (poison)- afflicted unit takes damage each turn until resisted (or x turns for more of a sickness thing), cured or end of battle Stun (earth)- afflicted unit losses a turn (and cant counter attack, attack or move), may be resisted (shorter duration than others usually only 1 turn but shuts down their option
Some kind of cool down and a debuff for disorientation or something could help. Or the debuff/bad effects such as damage could happen at random. So you might be able to get back to protect your city, but might not be in good enough shape to do it as well.