cardinaldirection

cardinaldirection

Joined Member # 4827756
9 Posts 280 Replies 16,214 Reputation

[quote quoting="post"] 1. Level ups: Heroes get two picks - one general and one class specific trait; Henchmen get one pick - general or trait specific. [/quote] Kael, this one^ Permitting champions to select two traits upon level up is the perfect solution to many balance/flavor issues that are currently being reported - such as passive stat enhancement traits being unnecessary/boring, champions leveling too slow, and melee champions being too weak, (I'm sure I

6 Replies 12,849 Views

[quote who="DaveDash" reply="6" id="3366636"]Some other suggestions: Game option for champions to die after sustaining three injuries (or "hardcore mode" where they do not respawn at all); More use for champions outside of combat - for example administrator champions being more limited to administration abilities, and gain levels in cities;[/quote] [e digicons]k2[/e] A simple means of enticing more out of the administrative experience would be convert a bunc

9 Replies 19,440 Views

[quote who="Frogboy" reply="4" id="3366590"] It's the fastest selling Elemental related game yet. It's doing substantially better than FE which itself did pretty decently.[/quote] Congratulations! [e digicons]|-)[/e] [e digicons]:beer:[/e]

13 Replies 9,246 Views

[quote who="Sythion" reply="12" id="3366086"] This sounds very much like the timmy, johnny, spike idea from magic the gathering: http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr11b. Different people value different things from systems such as these. It seems the Spikes are going to naturally have no trouble with the idea that some stuff is crap or that some of the advantage's aren't flashy, while Timmies generally will. However, right now I se

30 Replies 40,600 Views

[quote who="krejci" reply="26" id="3364148"] I yet have to see 4x game with multiplayer which would retain its depth and would not require 10+ hours uninterrupted sessions (something what majority of players simply cant pull off). [/quote] I feel the Age of Wonders series refined the mechanics nicely. Check out the play-by-email-wrappers.

42 Replies 121,272 Views

[quote who="Heavenfall" reply="9" id="3364123"] I copied your xml, added the same XML I did above to the end, and it shows up on sovereign selection screen. What we have here may be a very obscure case of the XML having to be read in a particular order. I am curious if you guys can make this work by putting the xml at the very end of the unittype.[/quote] Nope - repeated your test exactly and it didn't show up. I'm p

21 Replies 14,287 Views

[quote who="Heavenfall" reply="4" id="3363913"] I added this to a custom sov LadyProcipineeAnimationPack HeroPoseFront,_Particle_Procipinee_02,2.0,-2.5,0.0,2.0,EffectAttach and it showed up in-game. @op, post your xml.[/quote] Copy and pa

21 Replies 14,287 Views

[quote who="Kamamura_CZ" reply="2" id="3363504"] I am willing to bet this rusty plate I have just found, together with three stone maces I found in a row. [/quote] Lol.

3 Replies 9,326 Views

[quote]The other change I propose is to reduce the effect of the various 'Barracks' type buildings so that at no stage are earlier troops worse than later troops. It is an annoying feature of many games that experienced veteran troops value is degraded by the impact of new 'training centres' which turn out better troops as a matter of course. Instead, veterans should be able to upgrade their armor and weapons to be the equal of any new troop, plus their bonuses for experience.

15 Replies 22,897 Views

As usual, great job [e digicons]:thumbsup:[/e] The "random" placement of those clay pits and crystal mines is a bit suspicious though - I've seen similar patterns quite a few times. It feels like the implementation of the RNG, or how often it's rolled, could use some devention (a word I just made up meaning developer-attention).

6 Replies 19,248 Views