That pic looks nice on my 3yr old laptop! [e digicons]:)[/e]
Cynjian
I know i will do a bit of both. I'm curious to see how the magic/essence stuff is developing, as that will be a big factor.
I like where Demiansky is going, but I think i would double the turns or more. I too think Cities/settlements should be a special endeavor. But not too special ( : Maybe one-of buildings, or certain types of buildings that would demand a very large radious, could help aleviate this.
Cheers! Now I can enjoy not having fun even more!
A slider or a fixed % could work, it would have to be tested. I thought of some variations similar to what you guys mentioned. Maybe even something accessed through Adventuring tech. If the player has some control then that also adds a little unknown quantity to how thier kingdom will perform.
The current method of leveling up your Sov is to lead your army and battle for experience. I think it would be good if your Sov spilt the experience that champion led armies generate with said champion(s). After all everything they do is on behalf of the Sov & kingdom. Sharing in the experience generated by champions would allow Sauron type leaders to maintain a vigilant homebase, pursuing magical fineries, and still grow in strength in relation to how the force
No. Although some games go for many turns, I have played many that dont last 10 turns, without a lockup or CTD.
harbor & fisheries can be built in any square once the town is of the correct level. if archery range allows missle troops to be built, we shouldnt need more than one of these buildings in a given town.
http://pastebin.com/drPeZmKQ game froze as I found a potion. That same turn, a unit on explore was killed by an ogre. My sov also had a champion whith her(one of her sons)
When leveling up the soveriegn, the field for health regen shows zero, but doesnt change when you put points into it.
I like the idea of cross path research, a great many things are possible with that. I think that a big factor in research will be the actual usefulness of the various technologies available. In a later beta, having magic, diplomacy and more incorporated into the game rather than being placeholders, we should get a better feel for how useful each of the techs becomes. I would rather have fewer more meaningful choices. As long as the majority of techs are useful there
I may have missed mention of this in earlier posts/topics, but will there be a hot-seat mode available?
internet went out while playing and caused crash
I have had this same problem with all attempts to load a save so far. pastebin.com/eAMmbtpL
traveling the lands you find a group of witches working on a foul smelling concoction. We require some blood to finish our work! can you assist us sire? Sacrifice a troop to them could gain the chance of a potion or minor bonus weapon, and a morale hit. Go fight the first monster you come across, return with blood and maybe get a book or slightly better weapon or armor piece, or perhaps a small chance at returning just in time to save a youth from being drained into that obscen
I like the idea of having an advisor/tutorial feature that is capable of being turned off. A tutorial map might also be useful. Helping one learn research, building, training, making an army, exploring, etc.. But it would leave things/conclude, at a point giving much to be discovered as you enjoy delving into the thick of the game. essentially covering the basics
I'm not very worried about movement problems, im sure they will be addressed in later beta's. I like the idea of the city areas being more in scale/proportion to the rest of the world.
Not so much a different look, but just moving ahead to a more developed city/castle area.
I find the city fabrication is a bit too sprawling. In the 8-10 games I've played, its far too easy to to get to the second city size and feel as if i've redefined urban sprawl. One suggestion: Have each stage of city growth accomodate a certain number of tiles. During each of the stages of city growth the look of the city could reflect the various technologies researched as you research them. As you increase your stage of g