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October 26th, 2006, 06:50 AM
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Corporal
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Join Date: Mar 2006
Posts: 93
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Re: Patch Improvements
That dosn't make any sense though for most spells.
Dark Skies. Gift of health. Fata Morgana.
Give me one reason why those spells can't be cast in seperate empires.
Other spells like Utterdark & second sun could be limited with a message like "someone else has done the hard work for you"
And there are a few spells that couldn't really be cast more than once, Motheroak. Well of Missery. Arcane Nexus. For those spells I'd say you'd have to use more gems then the current one to redirect/relocate the spell. For balance reasons probably all the gem producing global enchantments should be in here.
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October 26th, 2006, 06:55 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
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Re: Patch Improvements
I can't see why multiple empires couldn't have Stellar Focuses (Stellar Focii?) or Gale Gates or such either. I'd like to see a split into empire-wide spells (Carrior Forest, Soul Gate etc plus some other spells) and truly global spells (Utterdark, Arcane Nexus, Astral Corruption etc.).
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 31st, 2006, 07:20 AM
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Lieutenant Colonel
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Join Date: Dec 2000
Posts: 1,254
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Re: Patch Improvements
I'm having trouble finding the most recent 'patch suggestions' list to give my feedback on. Is there an updated one?
I think a lot of these, most of them in fact, are pretty important, and want to make sure my vote gets counted for which should be forwarded to the developers...
Thanks.
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October 31st, 2006, 06:04 PM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
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Re: Patch Improvements
Quote:
Tortanick said:
That dosn't make any sense though for most spells.
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I think it does not make less sense than having 5 slots for global spells, and it would be like the wonders in civ, but with the difference, that this wonders can be dispelled.
Its just an idea, but i would like it.
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October 31st, 2006, 09:30 PM
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Re: Patch Improvements
While talking about global enchantments, something i'd really like to see is a setting for "max number of global enchantments" that's adjustable when creating a game. maybe something like 1-25. I don't know if it's hard to implement but imho it be a great addition without any downsides if it's easily done.
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November 1st, 2006, 07:33 AM
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Private
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Join Date: Oct 2006
Posts: 6
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Re: Patch Improvements
Id love to see an...*drum roll*...item-creation wizard!
A system for random-curved or fractal rivers in the map-generator would be nice too.
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November 1st, 2006, 02:28 PM
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Private
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Join Date: Apr 2004
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Re: Patch Improvements
global enchantments-
if the dispel is cast first before any global enchantments-
what i find troublesome is if i hold 2 or 3 of the globals and i want to cast another one.
if i attempt to cast the dispel and new global on the same turn, i have about a 25% chance of attempting to dispel my own global along with attempting to dispel an enemy's global.
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November 4th, 2006, 12:02 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Patch Improvements
Some changes / options on global slots would definately be nice, especially since some themes like Carrion Woods are now globals.
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Wormwood and wine, and the bitter taste of ashes.
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November 4th, 2006, 12:13 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Patch Improvements
Could we please get some sort of normalization of home provinces, at least as an option? IE, something to minimize the effect of the number and quality of neighboring provinces, so that lucky/unlucky determination of neighbors doesn't supercharge/screw a player.
Example of why this would be nice : in a current game, I went with a strategy involving capitol-only sacred troops. Accordingly, I took a starting dominion of 7, to maximize how many I could recruit. But with only 3 neighbors, all of which are exceptionally crappy (total population, less than 14,0000, total resources 38) I wind up with my home province, even with the 50 admin fortification almost everyone starts with, having a grand total of _88_ resources. As far as recruiting / using those sacred units, I might as well have taken a starting dominion of 2 or 3.
So - something that said, "OK, every capitol should be able to pull in 200 resources (modified by productivity/sloth) after capturing all neighboring provinces" would be a huge equalizer - if said province has 10 neighbors, each neighbor gives 1/10th of 200. If there's only 2 neighbors, each gives 1/2 of 200.
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Wormwood and wine, and the bitter taste of ashes.
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November 4th, 2006, 12:18 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
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Re: Patch Improvements, Home provinces
Edit : Double Post
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Wormwood and wine, and the bitter taste of ashes.
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