Looking good, Primal. I am very much looking forward to the next version of the mod! [e digicons]:grin:[/e]
Mhorohello
#1 is my vote
Just to come back into the discussion. I do like SK very much, I do not think that city sieges or even cities themselves need to be a feature of the game. The battle maps are small and that is fine. Nevertheless, the game mode that represents a city siege does not feel right, as it currently stands.
An interesting reply. I understand what you are saying. The existing system in Sorcerer King does not work and a change needs to be made by the developers.
Hi mrtrevorcooper I don't think that it is a mandatory requirement to have cities in a 4x strategy game. What is your world scale? Is it a world with armies and supply convoys and fortifications? Or is it a scale of villages, groups and barricades? I like the total war games with their epic scope and thousands of units per army. Y
Yes this is true about other games. This is a rpg though and sieges are not RPG. The idea of "cities" has to be done away with, I think.
Seems like a bug. In the World Report window the details of the active quests are not visible. There is a portrait picture but no text describing the quest beneath it. This makes it really impossible to follow quests unless you can remember them.
Interesting. If I could just add a few words. The way that cities are visualised in the game seems odd. So much of the energy of the game is spent in managing small groups of units. Then the battles are fought in a turn-based JRPG style. On the other hand, I visualise the city as being large...with thousands of inhabitants or hundreds at the very least. To have one unit or a few units attacking/defending a "city" just looks wrong. A full sized army would have to attack a city. I think