Darkodinplus

Darkodinplus

Joined Member # 2409723
3 Posts 185 Replies 11,660 Reputation

I came up with this idea after reading Brad's recent Dev journal. In it he mentioned what type of rare resources players would like to see in game. I'd like to see a type of mutagen resource. I remember Brad discussing how in the dynasty system off spring could have drastic appearances depending on who or what their parents were. I'd like to see something similar applied to soldiers. Where a player might find a "Raven Blood" pool (or whatever) that could be used to alter sol

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[quote]#6 Other types of World Resources The Beta 2 series will start to add horses as a global resource that is used to create mounted warriors. But we’d like to hear your thoughts on other resources that one might control – rarer ones. We have plenty of ideas of things about a given kingdom that might be affected by this or that but we don’t want to bias the direction of suggestions. I will say, however, we want to stay away from the G

174 Replies 510,639 Views

If the Kumquat engine (or Elemental) was originally designed for RTS(ish) game-play how is representing the larger numbers of troops going to work as the game gets to intermediate and late stages? I remember you saying that elemental was going to try an avoid having 1 or 2 stacks with large numbers and instead try to render approximately the number of individual soldiers on the battlefield. This seems unrealistic to me now that tactical combat is TB with tiles or am I completely mistake

179 Replies 439,661 Views

[quote who="Frogboy" reply="277" id="2632350"] Switching the tactical system was very expensive for us but it was more important to us to do the tactical battles right than releasing something that we didn't think was optimal. But the other tactical system, just like the other economic systems we've tried, aren't "gone", they're just not exposed in the shipping game but that is something we can change as we get time.[/quote] So just to be crystal clear the TBS tile based system f

469 Replies 1,486,094 Views

[quote who="Frogboy" reply="165" id="2630647"]Given the cost (in terms of $$$) of tossing out the real-time (continuous turns/pixel based combat system) I think I can safely say that we wouldn't have made the change to tile based turn based if we didn't think it was a lot more fun. A game that tries to be all things to all people ends up being nothing to anyone. [/quote] I really would have liked to try out the real-time tactical combat for myself. I

469 Replies 1,486,094 Views

[quote]* Morale[/quote] Sounds good, morale if done properly is a great game mechanic but I hate when it is overwhelmingly powerful. [quote]* Terrain[/quote] Terrain affects are always a great mechanic to have in tactical battles. [quote]* Combat Speed[/quote] I think this should be broken down into two sub-categories. Namely Attack Speed (How many times a unit attacks per turn) and Movement Speed (How many spaces a unit can move per turn). <

469 Replies 1,486,094 Views

[quote who="Frogboy" reply="11" id="2627738"] We really can't do something like this as a vote. What we can do is make sure that modders can change it later on if they want to do so. Bear in mind, we don't just put in fan requests willy nilly. We try them out ourselves. We concluded that it was kind of a "bait and switch" to have the main game be turn based and tactical battles become RTS. Especially since tactical battles aren't the main feature of the game (ala Total War)/.[

155 Replies 379,861 Views

[quote who="kyogre12" reply="1" id="2627694"] Tactical Battles. Tactical battles haven’t been part of the beta but they’ve been heavily discussed. Originally, tactical battles were designed to be RTS. Then Continuous turns. But as time has gone on, it’s become clear that the gameplay that people (and frankly that we enjoyed the most) was more closest to XCom. That is, turn based. Tile based. Moving units to the best spots. And eventually working to have your units in sp

155 Replies 379,861 Views

I personally feel the investment for making a city should be more significant. I'm not sure how you would go about that but in a post apocalyptic world making a city should be a big deal in my opinion. I think getting a city to LV 4 or 5 should be a major accomplishment that requires some reasonable amount of effort on the players part.

52 Replies 51,312 Views

[quote quoting="post"] Players can build Financiers (until we have a better name, feel free to suggest a better one) who enhance the city’s money making. [/quote] Robber Baron Imperial Coin Lord Grand Broker Master of Treasures Principal Economist Executor of Finance *New* I'm partial to Robber Baron or Executor of Finance personally.

211 Replies 364,023 Views

I just got done playing a game with 1z4 and the stability seems more or less rock solid now. This was a great update it fixed the major issues I had with the previous versions. I'd have to vote yes for moving to Beta 2 now. [e digicons]:grin:[/e]

84 Replies 234,794 Views

I like the idea Raven X. In regards to Havok it is not a graphics engine. It is a physics engine that comes in several parts. I believe the only part Stardock is using currently is the animation portion. Hence Havok has absolutely no impact on them creating an in depth race creator. It would have an impact on the ease and quality of making the animations for game objects / entities in general. Also I find it very unlikely that Stardock is going to tax the Havok physics engine given what I've

25 Replies 22,161 Views