[quote who="Frogboy" reply="11" id="2670044"]Another idea I've been mulling over is getting rid of gardens entirely and tweaking the engine to ensure there's a fertile land tile near starting locations.[/quote] I fully support getting rid of gardens. Food production and housing are both still a no brainer to build a.s.a.p. so I don't understand why the whole thing couldn't be automated. The only thing you actually need to choose is which city to grow larger and which ones to leave sma
Hound
[quote who="Pantasd" reply="10" id="2671483"]not all sovereigns will be mages if i put 15 to str agi and con and have only 5 int and wis iam not a mage [/quote] And when a mage sovereign raises a volcano under your capital you'll find your attack and defense ratings rather useless. It's war of magic.
Sovereigns will all be mages. Some will just fight better than others. Things will easily be balanced by having weapons and armors require higher strength or talent picks. You sacrifice some spellcasting potential to be able to fight. No penalties for armor are needed. One unit having slightly better defense hardly changes anything in the bigger scale of things.
I agree that less Vasari ships should have phase missiles. Almost every Vasari ship has them while only Enforcers have wave cannons. So I would start with replacing phase missiles on Fighters and Sentinels with wave cannons. (those sentinels sure pack lots of missiles, rapidly firing them from 4 launchers [e digicons]:rolleyes:[/e] ) Scramble bombers nerf is a no brainer. Sins has aged enough now and I would love to try a patch that would completely change the game. Li
I think the ogres should only bow down to you after you show them you are stronger than them by beating an ogre 1v1. That would also prevent the Fallen from recruiting unbalancing units early game. Why would a bunch of giants let you build your city next to them anyway. They should be more likely to bash your buildings down and eat your people on sight because food is scarce.
The current Sovereign creation does allow you to choose your elements. It just doesn't allow you to specialize in them. What it needs is a more MoM like approach where you can freely choose your focus on the elements and life or death. And hopefully arcane type of magic with mind spells and other magic that does not fit under elemental/life/death. Then, as a secondary choice, you should be able to select a type of magic to specialize in, i.e. summoning, blasting or enchanting.
I like the scrolls. This is one of the more finished looking screens: What's missing is a picture of the people of the faction you have selected. Since the factions are new and obscure, the picture would be the most important element in describing them. A northern barbarian / knight / a masked guy on a desert.. that would
I'm wondering if anything's happening on this front. Choosing between the kingdoms still feels like a choice between Men, Men, Men, Men and Men. [e digicons]:S[/e] They just look and feel so identical and the kingdom names also sound like they all are of the same european culture. It really wouldn't hurt to have some scandinavian, celtic, arabian, african or oriental or whatever influence in there to give more flavour. (And different kind of unit setups.)
If I create a fiery Sovereign with burning red hair I don't want to end up summoning Air elementals instead of Fire elementals. The choice of summoning/blasting/enchanting is secondary to the choice of elements. The Elements and Life/Death give the Sovereigns much more character and should never be randomized.
[quote who="Genetic_Strife" reply="79" id="2670210"]I'd really like to see some dual elemental spells. Those by far have always been my favorite. Wind/fire Earth/water. Anything really. It would add a lot more spice and you'd still be able to keep them simple enough to program for the AI.[/quote] Agreed, going dual elemental should be encouraged by more powerful combination spells. But perhaps the opposing elements (fire/ice and air/earth) sho
It's important to keep shards and spell knowledge completely separate. Worst case scenario: you envision a thunderous storm wizard for your Sovereign and customize his look for that, ready to call lightning from the skies... only to find out there are no Air shards anywhere the map. If shards would be required to learn spells, it would be totally up to the random map generator what kind of a spellcaster your Sovereign would become and customization would be tossed in the
I truly hope they will abandon this idea of "teching" adventuring locales. It just kills the spirit of adventuring. The adventuring path should be risky but rewarding. If there will be adventuring "techs" they should deal with making it less risky. Like a "Device mastery" tech that would deal with traps. Teching adventure could be about studying ancient maps and texts to reveal bigger quests that would not otherwise be available. Like discovering some ancient te
Let me further elaborate on the idea about the Shards: Earth Shards: located underground in the deep places of the earth, intense gravity repels weak units, only big strong units can approach Air Shards: located in the highest mountaintops, protected by strong winds, only flying units may approach Fire Shards: located in hot wastelands, protected by eternal flames, only fire resistant creatures may pass unharmed Ice Shards: locate
LAND RESTORING / DESTRUCTION I think restoring land should require essence, or it will become even less meaningful, more like an automated task. My suggestion is that spending your Essence on the land should be an investment with unpredictable but guaranteed rewards. 1) Plant a Seed of Life or Seed of Death in the land. Cost = 1 pt. of Essence. 2) The Seed starts slow
If enchantments would lower mana regen rate then the regen rate would have to be able to go negative. Otherwise you could just stack every enchantment in the book and stay at 0 regen. It would only work in a system like MoM without a Mana cap, where Mana is just another resource like gold. The MoM system is solid and functional though, I wouldn't mind having that for Elemental.
While I was scouting for a good location for a city I encountered some huts and ruins that did absolutely nothing. I guess you need to "unlock" them as an Adventure tech. Finding some adventurous locale and not being able to enter without "research" is just utterly wrong and incredibly frustrating. The whole Adventure tree is a little shaky because adventure and jumping into the unknown should be about everything but studying and researching. edit: sorry if that was off topic
Ugh. I just spent a long time getting my Archmage to level 3 just to find out only Lambert carries over to the next mission. What a waste of time. And why do they have shops with expensive equipment for Archmages if you always lose them. Do the secondary heroes ever carry over in the later stages? They did in D2. [e digicons]>:([/e]
I find the enchantment slot mechanic rather blunt. You will just max out on enchantments at all times. I'd like a more dynamic system with a trade-off that would force the player to make meaningful choices and be smart about their enchantments. General rule: if you don't need it, don't use it. My suggestion: reserve Essence for spell upkeep. Say a protective enchantment would cost 1 Essence to maintain. While it's on, your effective Essence is one point lower. When you
I'd say the quality of spells by far surpasses the need for quantity. I'd rather take 50 spells that are solid and awesome. With more quality stuff added in expansions.
I hope the Sovereigns will be able to get basic spells from any school of magic in the beginning, including some skeleton or zombie summon from death magic. Only the really powerful stuff should be left for "special" books that have to be quested. And I hope it will still be possible for magic specialists to research and "rewrite" most of the more powerful stuff.
My biggest concern at the moment is the game design, magic system, combat system, unit stats.. even though they can be changed quickly they feel very unfinished and there's practically days to iron them out now. Unless the internal beta uses a more evolved game design. But why wouldn't they want feedback on it... I never played GalCiv but Sins is a solid game so I have faith. :)
The spell icons could be smaller so that more spells will fit on a page.
[quote who="StillSingle" reply="32" id="2667863"]You make a good point about the naming conventions of the base attributes Hound. I sort of like your idea about cleaning put the intelligence/wisdom double up, but with a couple of changes, partly to keap with the game theme (Essence). I have a feeling that your idea or my modification to your idea won't be taken up because they probably want spell power divorced from mana regen. Keep Essence = Max Mana. Remov
[quote who="OMG_BlackHatHedgehog" reply="73" id="2669232"] Quoting Polistes, reply 69What happened to "Charm Monster"? That was a nice spell where you could cause a wandering creature to come to your side. I want Charm ;; [/quote] Charm was currently in Life and Death, wasn't it? There should really be a school of its own for mind affecting stuff, or at least a Book of the Mind. edit: It was in Restoration which also seems quite out of place. edit2
Sovereign creation is boring. My apologies if I sound negative but I honestly feel creating your avatar does not yet quite match other games of the genre. And I think I have a pretty good idea why. 1) Level of customization The game is War of Magic so the main emphasis in Sovereign creation should be just that, magic. If I want to create the Icy Witch of the North who will bring eternal winter to the lands... can't do that. She won't be able t