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Alymon
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Post subject: Re: What kind of DLC can we expect? Posted: Thu Dec 04, 2008 8:43 pm |
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Joined: Thu Nov 20, 2008 9:04 pm Posts: 126 Location: New Jersey
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I mentioned this on the xbox forums, but I'd love to be able to name my kingdom. As I have more and more save files, it's hard to tell them apart when the only distinguishing factor (for me) is the type of leader (mayor/lord/king) and the gender.
Also, I'd like to be able to build a sign post or two and put a short message on it. Maybe limited to 250 characters like xbox live messages. Something that people could come in and see a note from me.... or I could leave a thank you message on or something.
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DreamSmith
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Post subject: Re: What kind of DLC can we expect? Posted: Tue Dec 09, 2008 3:26 am |
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Joined: Tue Dec 09, 2008 2:54 am Posts: 38
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Only a few requests here:- 1) to drop building bits back on the building that made them. Will save time on missbuilt items, and rdeuce resource stacks when converting from cottages to mansions (and save on your ingame database management). 2) Closer look at the painting system, some faces are still default colours on some buildings. 3) Unlock for both gypsy and marketplace (in the same game). 4) Some way of distinguishing saves, 4x"You - King" does not help, maybe a icon to show specialisation route, maybe icon to show someone elses game (that you saved). 5) Single -> Multiplayer game usage, not that I mind playing from scratch again, but would be nice. 6) Cross game resource 'Mail'/Vault, note resource, NOT building parts, maybe locked to recieve only what save can produce, maybe "stacks of 100"? 7) Larger stacks....... Late game, stockpile size increase, early game stockpiles are 3x carry capacity. I'd like to see stockpile size grow with carry capacity. (winge) Getting 5 stacks of a material stockpile to make 3 carry load of next tier material. (/winge) 8 ) Balance between trees, speed carrying bricks is useless to me as I do that manually, speed carrying logs is much more useful! Maybe change the brick house to Rock carrying? 9) Flag colour choice? 10) Maybe after dye mixer upgrade, an upgrade for the Artist's Plaza allowing all new finished buildings to be painted with set colours, maybe set by the panted colours of the plaza or to be overly flashy set in the blueprints. Or for more Avatar fun, same colours as Avatar chest and legs? 11) If you want to make a challenge for DLC peeps, then maybe upgrade processing buildings so 1 raw -> 2 refined, of course it'll make us redo all our 'perfect' layouts too  12) X Cancels last item in build que........ Still thinking.....  All the edits are more ideas.....
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Ry Fryy
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Post subject: Re: What kind of DLC can we expect? Posted: Wed Dec 10, 2008 1:07 am |
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Joined: Sat Oct 28, 2006 5:44 am Posts: 36 Location: Minnesota
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stay wrote: There will be DLC. But it will be simple. Reading this made my day.
_________________  A Kingdom for Keflings: 200/200Band of Bugs: 250/250Cloning Clyde: 200/200Dash of Destruction: 200/200Outpost Kaloki X: 200/200
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Sabrefox
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Post subject: Re: What kind of DLC can we expect? Posted: Thu Dec 11, 2008 11:55 pm |
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Joined: Mon Dec 08, 2008 1:08 am Posts: 5
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I'd actually like to have roads and rivers as DLC. So I can make little rivers that spill into lakes. I do not use the whole map, maybe 40% of it, so I could make use of the rest of the land.
I'd also like to see different floor tiles, so maybe have some sort of an upgrade to the nursery that would allow you to change the grass texture to dirt, or rock, or moon, etc.
Stuff like above would give you more customization to your town without drastically changing too much.
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Zee
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Post subject: Re: What kind of DLC can we expect? Posted: Mon Dec 15, 2008 1:11 pm |
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Joined: Thu Jan 12, 2006 11:24 pm Posts: 576
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I agree with the post above me about the roads and rivers and have also wanted this since the moment I played. As long as they don't cost anything to build or are at least cheap (lets say 1 brick per road). This way, making your kingdom look nice won't get in the way of the task at hand of making your kingdom. I also wanted to be able to push a building. Say holding a unused button would allow your character to push the building into the direction you are facing. This would be a nice addition for a patch. As for a more expansion pack like download, how about once you complete your kingdom, you have to manage the government and culture of the kingdom? I don't mean anything complex, but more of the lines of work towards building a UN type building for democracy and turn the castle into something more fitting, or build a even bigger castle with a monument of the king or queen replacing the UN type building. This way you have to start building things that represent the direction you are taking. There could also be more ways to unlock a building like kicking the keflings to unlock a blue print for one building, or giving the keflings X amount of resources they asked for to unlock the other blue print. There could also be added benefits depending on what side you take It shouldn't be toooooo bad to implement something like this, but I could be wrong as I don't work for Ninjabee  . Now I doubt the DLC will have branching paths, but I can dream can't I? I'm sure they will be something after the castle to work towards tho. As for the DLC being an problem for online play, Why not make one pack to buy the goods to use offline and online, and one free pack to download for you to be able to play in a match that someone has bought the pack in? This has been done before, but I am not sure how hard it would be to implement.
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AdmiralDave
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Post subject: Re: What kind of DLC can we expect? Posted: Tue Mar 17, 2009 9:18 pm |
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Joined: Tue Mar 17, 2009 9:06 pm Posts: 2
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I'd ask for two things, if they're possible:
1) Random maps. I'm still pretty new to the game, but the map seems the same the two times I've played, down to where the hidden items are. If a map generator could be incorporated, that would provide huge replay-ability for me.
2) A "delete" button in the building queue of the workshops, for those time I accidentally build two hearths instead of one. Maybe Y, matches with "undoing" a Kefling's hat?
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Jake
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Post subject: Re: What kind of DLC can we expect? Posted: Fri Mar 20, 2009 3:33 pm |
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Joined: Fri Mar 20, 2009 2:57 pm Posts: 7
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I'd like to see some new buildings, or some customization to current buildings. That would be pretty cool!
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Garak
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Post subject: Re: What kind of DLC can we expect? Posted: Tue Apr 28, 2009 4:29 pm |
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Joined: Tue Apr 28, 2009 4:12 pm Posts: 30
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Hi, just registered to discuss DLC.
It's been over a month since this thread has been updated and there still isn't any DLC, is it still coming?
I have a few ideas:
1) A checkmark (or a number) on the building box in the blueprints to let me know that I have built a building (or how many).
2) Like Age of Empires III, is there a way we can get a count for how many Keflings are on each resource and how many are idle?
3) Save files, we should be able to name them. If that can't be done how about a timestamp on them?
It really is hard to nitpick this game, it is almost perfect and I have been playing almost nonstop for over a week. There are always new ways to build your town and manage resource collection. Oh yeah, one other thing:
4) Is it possible to let us move the Basic Workshop? I would like to be able to tear it down and rebuild it elsewhere at the beginning of the game (or anytime). I want to build a town on the right hand side of the map as that is where most of the non-infinite resources are.
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NinjaGirl
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Post subject: Re: What kind of DLC can we expect? Posted: Wed Apr 29, 2009 11:53 pm |
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Joined: Thu Oct 18, 2007 9:00 pm Posts: 191 Location: Orem, UT
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Yup, the DLC is still on its way. We don't have a release date yet, but it should be soon. We'll make sure you know when it's out!
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Alymon
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Post subject: Re: What kind of DLC can we expect? Posted: Thu May 28, 2009 3:46 pm |
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Joined: Thu Nov 20, 2008 9:04 pm Posts: 126 Location: New Jersey
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Just popped this game back on last night after a long hiatus.... it's a very calming game.
I'm happy to hear that DLC is on the way.
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Garak
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Post subject: Re: What kind of DLC can we expect? Posted: Sat Jul 04, 2009 5:36 pm |
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Joined: Tue Apr 28, 2009 4:12 pm Posts: 30
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So the DLC is going to be simple, how long can it possibly take?
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stay
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Post subject: Re: What kind of DLC can we expect? Posted: Mon Jul 06, 2009 11:53 pm |
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| NinjaBee |
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Joined: Wed Sep 15, 2004 11:25 pm Posts: 1781
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Haha, a fair question! Sorry, it's taking a lot longer than we had originally planned, partly because we got distracted with other stuff (like the BoB update...)
We're doing some testing and fixes for it now, but even when it's done we'll have to work out a release schedule with Microsoft. Sooooo much stuff coming out on Live Arcade these days...
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Lifeforce
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Post subject: Re: What kind of DLC can we expect? Posted: Tue Jul 07, 2009 12:25 am |
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Joined: Sun Jun 18, 2006 4:51 am Posts: 388 Location: New Zealand
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stay wrote: We're doing some testing and fixes for it now, but even when it's done we'll have to work out a release schedule with Microsoft. Sooooo much stuff coming out on Live Arcade these days... Everything was so much simpler back in 2005/2006, eh?
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stay
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Post subject: Re: What kind of DLC can we expect? Posted: Tue Jul 07, 2009 8:14 pm |
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| NinjaBee |
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Joined: Wed Sep 15, 2004 11:25 pm Posts: 1781
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Lifeforce wrote: Everything was so much simpler back in 2005/2006, eh? Man, you ain't just whistlin' dixie. :-/
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ATC 1982
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Post subject: Re: What kind of DLC can we expect? Posted: Tue Jul 07, 2009 10:27 pm |
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Joined: Tue Nov 11, 2008 10:46 am Posts: 336 Location: Charlotte, NC
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Wow that is weird that DLC has to be penciled in.
_________________ AKFK - 200/200 as of 04May09
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