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Rorgash
Postmaster
Joined: 23 Aug 2011
Status: Offline
Points: 894
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Posted: 24 Jul 2012 at 21:53 |
with the new res being things like mines and herb patches, i would like to ask aswell as say that i hope that things will be placed on diffrent terrain tiles because as the races are mines logicaly would be mountains or the likes would be easiest for elves and their bows to defend while plains would be for cav races to defend and so on.
So i wonder about your thoughts on how you planned on balancing this?
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Silverlake
Forum Warrior
Joined: 15 Oct 2011
Status: Offline
Points: 417
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Posted: 24 Jul 2012 at 21:36 |
will all the new buildings require hourly basic resources upkeep?
will the previously announced t2 building, Military Academy, which speeds up commander XP accumulation, be released with this update?
when will the new plots appear on the map?
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demdigs
Postmaster
Joined: 12 Aug 2011
Status: Offline
Points: 570
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Posted: 24 Jul 2012 at 21:25 |
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will the new trade buildings be like t2 buildings with res per hour? if so alot or little, and will there be items located only on water or all res land based only?
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The_Dude
Postmaster General
Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
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Posted: 24 Jul 2012 at 21:22 |
Trade:
Will caravans have hourly maintenance cost?
Will all market based trades occur through a Trade Hub?
What Trading Hubs will a city have automatic access to (nearest, same region as city)?
Will a city have options to gain access to non-automatic trading hubs?
Will a city be limited to market trades at only Trade Hubs the city has access to?
Will player-to-player van shipments still be allowed (i.e., private, non-market based trades)?
Will the Trading Hubs impose a tax on trades conducted through them? If so, what will be the tax rate?
Will players be able to assassinate other player's Merchant Units stationed in a Trading Hub?
Will there be trading directly between Trade Hubs? Or, will players need to acquire goods at Trade Hub 1, and then offer that newly acquired good at Trade Hub 2?
Will all market-based trades still be gold-based? Or, will goods bartering be allowed (like the original trade system)?
What new Prestige options will be offered with the new trade system, if any?
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Crafting: Are the special weapons able to be added/removed from units at player's will? And if removed, will the crafted weapons be returned to the player's inventory for reuse later?
What new Prestige options be offered with Crafting?
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Harvesting: Will the special harvest sites spawn randomly (like animals currently do)? Or, will they spawn at fixed locations (like current basic resources do)?
Same questions as others re: depletion/respawn.
What new Prestige options will be offered with the new Harvesting?
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Mara Zira
Forum Warrior
Joined: 14 Aug 2011
Location: Arkansas, USA
Status: Offline
Points: 223
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Posted: 24 Jul 2012 at 20:41 |
I'm asking several questions that have already been asked so you know the level of interest in them.
If a herb patch is overharvested and disappears, will a new one appear? Can the mines be mined out, and if so do new ones appear?
Once faction trade hubs come into play, will the current world-market disappear? Will the items for sell in the faction trade hubs simply be what other payers list for sell through that site or will the factions have things for sell as well. (as in, if there isn't at least one player selling obsidian at your nearest trade hub, does it mean it won't be available at that hub?)
Will we make army units as we do currently but have the option to re-equip those troops with new equipment, or will there simply be more options for units that we can produce through the barracks and some of those require specialized equipment? (I know the commanders can switch out equipment. I'm wondering how the troops will work).
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Tordenkaffen
Postmaster
Joined: 16 Oct 2010
Location: Denmark
Status: Offline
Points: 821
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Posted: 24 Jul 2012 at 20:35 |
Is there anyway to nuance how the faction markets differ from each other?
I seem to recall it being mentioned a long time ago that only goblins and gnomes possessed the actual ability to craft - an inherent skill for that particular faction in question. Is this not the case or do you simply cash in the resources and get a new piece of wargear?
Do all faction hub markets have distinguisable characteristics and if so, can you describe them to any detail?
Cheers
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Captain Ganoes Paran
Wordsmith
Joined: 23 Jan 2012
Status: Offline
Points: 158
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Posted: 24 Jul 2012 at 19:33 |
with crafting we'll be able to equip our commanders with different horses ,does that mean we can give a non cavarly unit commander a horse too ?
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SugarFree
Forum Warrior
Joined: 09 Feb 2012
Status: Offline
Points: 350
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Posted: 24 Jul 2012 at 19:21 |
is it possible, in any way, to trade units with trade 2? do the new "crafted weapons/armor serve just for commanders or do all units need to be equipped with that? will it be possible to have "mixed armies"? i mean, can we equip division of troops with different kinds of upgrade (division *special* total units 580 --> 200 + attack on hills, 45 bonus vs cavalry, 135 bonus against archers, 200 heavy armor... and so on)
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Rohk
Forum Warrior
Joined: 09 Aug 2011
Status: Offline
Points: 218
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Posted: 24 Jul 2012 at 19:09 |
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Following up on Tatharion's question, if we can only trade the rare resources at the Faction hubs, does that mean factions will have to go live before Trade V2 is active?
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Tatharion
Wordsmith
Joined: 11 Jun 2012
Status: Offline
Points: 139
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Posted: 24 Jul 2012 at 19:06 |
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Luna, regarding Trade V2.
Is it correct to assume that "rare" resources will be ONLY tradable at Faction Hubs?
I noticed that all personal and alliance standings to the Faction have been removed. Will these be reinstated and how will they impact the participation of each player in accessing these Hubs?
Thanks, Tath
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