Kael
Deity
Chip56 said:^^
Look what i found.
That would be good for Fellowship of leaves to prevent the abuse of planting workers
Sevo is such a stud. I make have to talk to him about incorporating that in phase 2.
Chip56 said:^^
Look what i found.
That would be good for Fellowship of leaves to prevent the abuse of planting workers
Chip56 said:I think it would be very interesting if you could built a unit like bamur that can give units a few promotions for gold.
I know that this would be in the moment only good in a great stack but once there is the SDK im sure you could make it for single units.
I would like it to improve a small army by investing cold instead of build more and more units
Chip56 said:^^
Look what i found.
That would be good for Fellowship of leaves to prevent the abuse of planting workers
kevjm said:Could be a possible great commander option(s)
Lunargent said:1. Genesis can't really counter blight because it always comes before. The only partial counter to blight is running your druids around revitalizing the land, but that doesn't bring back your lost rice paddies and wheat feilds, and it's a tactic that the AI can't follow yet as you've pointed out before. The end result of blight seems to be that everyone gets initially nocked back to about 50% of their original population or less, then I manage to recover to about 75% by micro managing my workers and druids, while the AI cities continue to starve.
2. Blight should trigger war just like Armageddon does, because it is the tactical equivalent of nuking every city in the game. It should carry a diplomatic hit as if each city over size 12 was nuked. No AI should stand for having their cities and population devastated without taking action.
3. One more thing: I'm not sure that blight is melting any ice as stated in the description. I'm going to open a before and after save just to be sure, but it did not seem to me that any squares of ice terrain were changed. Maybe it only affects sea ice? My current game is a lakes map, and there was little to none of that to start with.
Kael said:A couple more things to say?!?
1. Random events can mean a lot of things. You could say that Orthus is kind of a random event, ambeit there isn't much random about the time he shows up (although he doesn't show up in all game).
2. I do plan on having natural disasters, but these will probably be keyed to another event, and won't truely be "random". For example, there is an Armageddon spell called Hellstorm that Loki wrote up that starts forest fires and has a chance of creating volcanoes. I would rather use volcanic events in a situation like that instead of random occurances. Partially because it makes the armageddon spell that much more impressive and partially because I hate to have a player lose a strategy game just because of bad luck.
3. And the same with the non-combat units you suggested. I like the idea but I would rather have them as player controlled entities. Someone suggested allowing units to go to rival cities and build religious "mission houses" that provide some benifit to the building civ (the the civ that owns the city). I put that in my idea list for Phase 2 and I hope to do something like that. It could be very similiar to what you describe, but in a player controlled fashion.
4. I am hoping for a new tile set for the Hell map. There is an armageddon spell palnned that would begin to merge the hell and earth maps, causing rivers of blood and other features of the hell terrain to begin to seep into the earth map.
There is also an Aramgeddon spell planned that causes the world to drop into an ice age (Loki wrote this one too) similiar to what you describe. A slow freezing of the world for the edges of the map in.
Kael said:Yes, you could remove gold when you use Bamburs ability (or a similiar ability).
You could also have a building that allowed a knight upgrade that is exactly like a knight but has an additional promotion (like Zuuls extra defence but lower speed promotion).
loki1232 said:I kinda dislike this idea because it means that having a high productino isn't that important as long as you have a lot of gold and food. Also, except in special circumstances i think that battle is really the only test for units.
loki1232 said:I kinda dislike this idea because it means that having a high productino isn't that important as long as you have a lot of gold and food. Also, except in special circumstances i think that battle is really the only test for units.
Don't worry, in Phase two there will be lots of quests that give you chances for experience and better units (now you'll have to actually fight a dragon to get his horde)
Chip56 said:Always depends on the costs of this skill.
I dont think of unlimited exp or an unlimited set of promtion.
Only a couple of promotions would be possible to choice
But it would give you the choice if you want a bit stronger units or more.
loki1232 said:1. Quests should be random events.
2. Also, many spells will be like natural disasters. ie: Tsunami
3. That is a very nice idea. Would you be getting the bonus, or the person who's city it was though?
4. Also, I think that every time you summon a demon, transport someone through an obsidian gate, or build Bane divine it should increase the merging of planes a little.
Chip56 said:^^
Look what i found.
That would be good for Fellowship of leaves to prevent the abuse of planting workers
Lunargent said:I thought the plan for phaseII was to have the Fellowship be unable to chop forests, but to be able to build things in them instead, and maybe route trade trough them without roads. Did this change?
loki1232 said:1. What you do is get genesis down to just one turn, then build blight and one turn after blight finish genesis.
2. Indeed it should.
3. Wierd. It should be melting some land ice as well.
Kael said:The elven civ is unable to chop forests and can improve on top of forests. That isnt going to be a restriction on the religion.
Kael said:Buildings that provide a benifit if built in rival cities
1. A Mission House that provides additional gold to the owner of the holy city for the matching religion.
2. Market buildings? Make the weaponsmith buildable in rival cities, they get the quality weapons promotions, you get gold every turn?
3. Propaganda buildings that raise the cities chance of flipping to you.
4. An embassy that raises your relationship with that civ.
Kael said:The elven civ is unable to chop forests and can improve on top of forests. That isnt going to be a restriction on the religion.
TheNewSaint said:Hey Kael, have you checked out upgrading buildings?
Like Townhall-->Keep-->Castle
It could add a lot to your mod, I think.
Anyway check it out here.