Cookie_1

Cookie_1

Joined Member # 2982657
1 Posts 29 Replies 447 Reputation

[quote who="Zuggs" reply="10" id="2657208"]I agree. I think, if not just rest, inns should play a larger role than just that of a quest giving hub. It seems a little random to me, which I suppose it ultimately is. Rest, perhaps a place to buy items (including some that might not be available at player cities), or perhaps a place to also recruit heroes. Then they may not have to just disappear and respawn two squares down after giving a quest, but could have multiple purposes, perha

12 Replies 34,874 Views

AFAIK neutral settlements/factions are already in the internal build (haven´t seen them in Beta 2 though). I agree with you though. This whole Humble Inn/ Estate thing feels like a crutch to get certain Quests into the game. To me, it´s REALLY annoying that they pop-up/ vanish based on quests. It really breaks immersion IMO ("Hey, wasn´t there a Humble Inn (TM) just seconds ago?"). Same goes for the Dragon Fountains. I´d like to see the Neutral Factions

15 Replies 12,055 Views

Yay! [e digicons]:)[/e] I second all of the above. Especially points 2 through 5, since i was just looking to write a post with very similar suggestions. One thing i´d like to add to point 3) though: The normal unit stacks should be sorted by battle rating, so that i can easily pick out my strong armies, even if i have several dozen stacks running around.

4 Replies 1,168 Views

[quote who="Frogboy" reply="17" id="2640451"] As for being "RPG-ish", certainly there is an RPG sense to it in that you're not dealing with thousands of faceless people but rather every unit is individually represented and that you're dealing with much smaller numbers than the traditional strategy game where you might have 20,000 guys that die off in a single battle.[/quote] Interesting. Does this mean the info that there might be armys 10.000 strong during late ga

25 Replies 13,285 Views

[quote who="BoogieBac" reply="69" id="2605879"]Just so there's more than one Stardockian posting in this thread, I'm throwing my hat in the ring as being 87% in favor of putting our efforts towards polishing up the current factions and adding the extra customization later. Most of my thinking actually comes from an old penny arcade post (http://www.penny-arcade.com/2009/3/13/) where Tycho rearks on the Fall from Heaven 2 mod, and the ejoyment he got out of just readi

104 Replies 205,645 Views

[quote who="xGhost4000x" reply="7" id="2508937"]Hate to sound like a broken record, but I agree with the above. Ofcourse I like the idea of sieges taking multiple turns so that I can have epic sieges that last for months or years. (not sure how much time passes per turn) Not to mention it would be amazing to siege a city and focus all your effort on, for example the farming districts, cut off the garrisons food supply and now it's a downhill battle.[/quote] *sign* I always got

13 Replies 11,599 Views

[quote who="Wintersong" reply="2" id="2508507"] Wasn't one of the older plans (sometime in the past, when dinosaurs still ruled the earth?) that to conquer the city you had to conquer the Keep/Town-Square/Castle? And that's why how you built your city (sorrounding the Keep with other city tiles) would help to protect the city? Giving the impression of fighting in sections of the city attacked? [/quote] AFAIR, you are right. To be honest, one of the major reaso

13 Replies 11,599 Views

I have to agree with some of the other users, i´d really like to see quests that support the idea of a dynamic and living world and which also offers the player interesting strategic choices - but without major locations like fortresses "popping up" out of thin air. For example, how about a "dragon egg" quest that works like this: Due to a random event (or possibly the fullfilment of a quest?), a faction you´re at war with, "steals" the egg of a dragon, which then

101 Replies 270,566 Views

[Quote] vieuxchat Wrote: "magical" damage isn't really a issue as long as throwing a fireball isn't the same as throwing an iceball. [/quote] Thats exactly the point, i think. I wasn´t too thrilled about this whole magic damage and resistence type mechanic, as i didn´t really like the similar laser/rocket/mass driver system in GalCiv2. So i´m not disappointed at all, that it has gone away. But the point is: for what do i need different attack spells, like ice

183 Replies 648,138 Views

[quote]If an ally attacks an enemy adjacent to one of your armies, you should get the option to participate (possibly having diplomatic penalties if you choose not to aid).[/quote] Or you could get the option to negotiate with him. For example, you could demand money or ressources für aiding him in this battle. Including diplomatic penalties for not helping him.

20 Replies 82,712 Views

Ah, im sorry. I wrote this in Mircrosoft Word and then used copy and paste. Looks like this also took the font and size of the Word document with it... Hope this is better now. Don´t know how the font is called, that this forum usually uses...

12 Replies 9,991 Views

I can also remember that in the economy-discussion thread the more sophisticated concepts were prefered by the majority of the users. Anyway, i´m eager to see where this is going, but right now i´m a little disappointed that "ressource inventory" will get nixed. For the exact reasons pigeonpigeon</

53 Replies 179,063 Views

I didn´t play Empire Deluxe, but i also have thought about an option like that. A waypointsystem in which you could create a "loop" that a unit would follow ad nauseum if need be, would be really sweet and handy. Its stuff like this, that would really help in reducing micromanagement.

9 Replies 5,673 Views