Could that be a little HF influence creeping in?
mqpiffle
Bwing me...a shwubbewy!!
...but WHICH ear is missing? I need immersion, dang it!
Just noticed that Kul has the spell 'Wither' twice in the spell list on his Unit Details screen.
He probably eats health bars for breakfast...
[quote who="Campaigner" reply="33" id="3030198"]So you want the traderoute just to make it realistic? I believe that shoehorning in realism will make a bad game. If your suggestion would get implemented and people would start complaining, then what is Stardock gonna defend their designdecision with? "It's realistic" No. I simply tend to like strategy games that involve certain strategic decisions to i
In fact, building roads could be as simple as a button on the city screen that says "build road to", and it shows your gold cost, materials cost, and upkeep cost, and VOILA! a road auto-magically appears.
I agree, defending little caravans that are traveling throughout my kingdom was extremely tedious in WoM. However, there should still be a road building/trade route system, with implied caravans (see Civ !V, Civ V.) Roads could still come under attack by bandits and such, but with the right mechanic it's much easier to rebuild a damaged road than it is to micromanage those caravans. IMO, if you are willing to build an outpost way off in a dim forest or burning desert
I hope you need to set up a trade route to the outpost to really make it useful. Setting up an outpost in the middle of nowhere and having it contribute in full measure to your economy without connecting it to your capital seems a little whack. Otherwise, I like the concepts of the other base economy mechanics introduced so far.
[quote who="Trojasmic" reply="5" id="3028460"] Quoting Heavenfall, reply 4Nope... if people don't like FE, it's going to be the last game they make. Yes, if EFE is not successful then Derek will be fired so he can begin work on his own Fall From Heaven mod for Civ V. Jon Shafer will be fired and he will go back to Firaxis to start working on Civ VI. The cool thing about Civ VI is that it will use tetrahedrons instead of hexes. [/quot
IF they bring back the dynasty idea, a lot of things would have to change anyway.
What if the spells were divided into the various spellbooks, in a collapsible list? On the character (unit details) screen, anyways...
Has anyone read Jonathan Strange and Mr Norrell ? Something like the Raven-King's Palace would be an awesome wild-land.
[quote who="ZehDon" reply="57" id="3026548"]I'd like to add that the way the Champion dies should have some degree of impact on which trait he/she receives upon death. If they're killed with Fire Magic, perhaps they gain a weakness to Fire Magic? If they are killed by a normal unit, perhaps their healing rate drops? Something along those lines, to make it more predictable. [/quote] Yes.
This is exactly the kind of content that gives me hope for this game.
Pretty much what 'bama said...
[quote who="theratster" reply="36" id="3024279"]Just to comment on Brad's comment concering when you start in a good location it gives you a great advantage over the AI, and when you dont vice-versa (paraphrasing). This describes every version of Civilization released. While I would not call the CIV AI good, it was adequate (in all versions). Any early advantage (if exploited) has the pssibility to become overwhelming, in every game (strat
Death trait suggestions: Crippled: Unit can only use one arm/hand. -10 strength. Lame: Unit can only move 1 tile / round. -10 dodge. Blind (loses an eye): -10 accuracy. Mangled: -10 charisma Drain Bamaged: -10 int. edit: There ought to be circumstances where a champion can die outright, however, without a chance of resurrection. Like if they get struck dead-on by a ballista bolt or a super-massive fireball. Maybe if they
Love the random map generation. I'm really liking the differentiation in terrain types and the addition of rivers. I wonder: are the volcanoes active in the game world? Anyway, the land definitely appears to be more alive and dynamic, which is a wonderful thing.
I would even be surprised if the beta was released by the end of November, like Brad said Stardock would try to accomplish. From the little snippets we've been shown, it would seem unlikely (from a casual observer's standpoint) that the AI would be fully integrated and balanced in just over three weeks' time. That March release date is pure speculation.
I like the new spells and mana changes. I was just thinking today how, in vanilla, the 1 mpt cost of enchantments overall felt a bit steep. I would rather see higher mpt gain and a bit of rebalance in the one-shot spell mana costs, especially the mid to late game spells. Anyway - keep up the good work as always.
Nice mod, HF. There is a problem with the Fireball spell which is included. I fixed it on my machine. Here how the gamemodifers ought to read: Unit CurHealth  
Bravo! Derek, Brad, and co. - you're finally showing us investors something worthwhile. Keep up the good work and let's get a beta out soon.
I already placed a lot of affinity code in my spell mods. If you want to check em out you know where to find em. Feel free to use what you like. Some of my spell code also takes into account relative stats of caster and target to increase / decrease the power of spells. Also, you certainly could implement the overpowered / underpowered idea, it would just have to be a passive deal. Easy enough tho. Anyway, good luck! Edit: Oh, and you can have varia
ALL buildings ought to be upgradeable. Upgrading an existing building costs: 1) More space. a lvl 1 building takes 1 tile, a lvl 2 building requires 1 free tile in either of the 4 cardinal directions, a lvl 3 building requires 2 free adjacent tiles, etc. This would require a certain amount of city planning. 2)Each upgrade would require a slightly higher resource cost than a new lvl 1 building would. ie a library costs 5 mats and 5 gold at lvl 1, the upg