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OliverFA_306
I don´t like not knowing what the Sorcerer King is up to... [e digicons]:(O[/e]
I like the unit editor in FE/LH, but I will forget about it in exchange for level progression for units with skills and not only for heroes.
[quote who="Borg999" reply="3" id="3502060"] ^^^ Obviously you've never played Minecraft. [e digicons];)[/e] [/quote] Minewhat? [e digicons]^_^[/e]
I think he has modified the Spell of Making somehow to make it even more powerful. After all the winner of Legendary Heroes did not turn into a god that destroyed the universe, so the Sorcere King version is a more powerful one. The original Spell of Making channelled the magic energy of the shards, but SK's version is not just chanelling the magic, is using up all the magic, all the source, and assimilating it.
+1 for this. Make it an option so everybody will be happy.
and don't forget that the same item that works for a single unit also works for a group if three
And he should have the chance to level up by adventuring. Give us another trade of. Do you want to keep the sovereign in a city for a bonus in production / logistics or do you want to take him to the battlefield in order to have a great warrior / spellcaster?
Sounds to me the same dilema as "Would you get a mortgage to buy a house?".
One question: If Galor is sitting in the last patch of farmable land, how is it that there are other (barely surviving) factions out there? I suppose that was a bit of exageration for dramatic purposes ;)
Looking forward to read your journal.
Unrest is a mechanic that adds depth, realism and fun to the game. Depth because it is one more factor to care about, realism because it resembles what would happen in a similar situation if it could be "real" and fun because having to properly manage your cities is a big part where the fun comes in a 4X. It has been said that unrest turns the game into "yet another city management game". Well, as I said before I think the factor that makes the difference in SK is the chance to have a
+1 for bringing back unrest! My only comment is that the Doomsday counter should now be the only source of unrest. For example, with that cool Dungeon Master AI of yours, if the player makes choices that clearly show that he does not care about his population, then unrest should also grow.
Any chance that we can see our sovereign again as a unit like in LH?
Can we start worshipping him yet?
Right now the buildings outside the towns (Shard shrines, wheat farms, etc) get constructed instantly. They should have a production cost and go towards the city production income.
Logistics is not a building cost, is an upkeep cost, and for that reason all units should consume logistics no matter if you trained the unit in a city or the unit joined you through a quest or begining of game.
Looks promising!
On one side it makes sense that cities have some kind of defenses as they get more important, but on the other side this allows the player to forget about protecting his land, and I think that removes depth (and fun!) from the game. Having towers and walls a la HOMM is ok, but having free units is too much. Unless those units are some sort of militia units, representing the untrained citizens that grab what they have to defend themselves instead of just surrendering.
I have to agree with Nerhesi. There is a difference between removing things from a game that add very few fun and complicate things too much and removing things that really make a difference. Removing your sovereign from the board removes a very special feature and the benefit is far less than what is lost. The solution achieved in LH was pretty decent and I don't see why SK cannot have the same rules regarding your sovereign (and no, "differentiating SK from LH" is not a
The thing is IMO that the real potential of SK is doing the 4X part of the game well. I mean, there are enough RPGs out there, but even the best ones are no more than a scripted game (some of them a really really good scripted game, but a scripted game). The 4X approach of SK allows to experience RPG in a real sandbox world. That is why I am against scripting the game too much. I think that the approach of having a final boss is completely compatible with having a pure 4X game. Think about Ma
This weekend when I got the regular email by Stardock I got completely caught by surprise by the anounce of a new Elemental game. The surprise was positive, as I decided to pay for the beta and try the game. After playing for two hours those are my first impressions, which of course represent only my personal opinion: First of all, what I like most is the idea of a 4X game building towards an epic conclussion instead of a typical clean-up phase. Of course the new mechanic will need a
I also wish population was a bit more meaningful. Seems odd that a city is producing the same with 30 population than with 3,000.
Looks great! I am a bit busy with RL at the moment but will try to make some room for it.
Halmal, Thanks so so so so much! I can't really express how grateful I am for your help. Right now I am a bit busy, but I will most certainly come back to work in this mod in one or two weeks, and will use your code. Thanks again! At least I learned some things while trying to implement the food upkeep without specialists, and those things can also be useful in the future. Sir, you are a [e digicons]:star:[/e]