I'm thinking of having the base peon HP actually be lowered further to 1. So yea, the peons will become fodder for sure compared to champions but on the other hand, people will be running around with much larger groups.
Frogboy
I was thinking tonight of a more succinct way to describe the philosophy different. I'd say War of Magic was designed to be a lot more abstract. That's why so many people found it bland I think. The details of the soldiers and magic were not considered core to the game design because ultimately it was about which civilization was able to acquire the most powerful weapons and spells rather than any real concern over how well those weapons and spells were used. The bla
I can vouch for that. Last Summer, every Tuesday and Thursday were all nighters. That is, I'd come in Tuesday morning and work until Wednesday evening, then go home and repeat the same process the next day.
Thanks!
I don't think the game does anything to avoid having duplicate heroes. It just randomly rolls.
I have a suggestion that might help given your specs. Turn OFF the outlining in the graphics options. Some people with that card have reported massive performance hit due to that cosmetic option.
Stardock games are never finished. Nor should they. Now, with regards to War of Magic, it was always "finished". The problem with it at release was twofold: Its underlying engine was incompatible with a significant (10% to 20%) of systems and two, it didn't provide a compelling gaming experience. It tried to be too much and was simply overly ambitious. A lot of people online make the mistake of assuming the most vocal people are representative of the majority
... With regards to what happens when a faction dies, what I want to do is work with the community on this. I plan to put up code snippets and everything so we can walk through exactly what we (and by we I mean myself and you guys) think is funnest on this. I can't promise what we come up with go into Fallen Enchantress. We're only talking about War of Magic. But if it's sufficiently good it'll make it into there. But it's impo
Thanks Mula. It's people like you that make a huge difference for everyone!
[quote who="Alstein" reply="306" id="2908116"]The problem here will be marketing. You have to show/prove that there are folks out there who dislike Steam, and using Reactor will allow pubs/devs to get the benefits of Steam, while not losing the sales of Steam haters. (That's an extra 10% revenue for them potentially) Maybe even offer a few small sweetheart deals to start? [/quote] Indeed. That is why everyone today now us
[quote who="Guest83" reply="303" id="2907876"] Quoting Rebell44, reply 301 btw.: Magicka wont have non-Steam version http://forum.paradoxplaza.com/forum/showthread.php?527049-Magicka-Weekly-Community-Update-18th-of-March-2011 Looks like Impulse::Reactor wasn't able to solve those problems like Brad Wardell had hoped two months ago: http://forums.impulsedriven.com/404485/page/2/#2877918[/quote] Impulse::Reactor is still in beta so it won
[quote who="Rebell44" reply="299" id="2907806"]Looks like few more Steamworks tiles are confirmed Dead Island http://store.steampowered.com/app/91310/ Anomaly: Warzone Earth http://store.steampowered.com/app/91200/?snr=1_4_4__105_1 IL2: Cliffs of Dovers http://il-2-sturmovik.ubi.com/cliffs-of-dovers/blog/uk/?p=1162 Wont Impulse become irrelevant if significant % of new games use Steamworks and Impulse refuse to sell them?[/qu
BTW, that hidden directory is something Windows should make users more aware of. Starting in Windows Vista, developers are supposed to stuff things in there to be "certified" but as a "power user" I hate having stuff hidden away from the user.
One of the things that eats up a ton of memory are the custom generated player cards that everyone has. That's something that I really didn't think of as being an issue but when you have thousands of units, it's a big deal (even though most of them would share the same one).
[quote who="Werewindlefr" reply="63" id="2906123"]The issue isn't that we were given information before beta. the issue is that the information was partial (I hope it was. I don't see how making a bad situation worse would improve the game). This change to unit HP and base unit size must come with other tactical combat changes, but we don't know which. Throwing us a bone and writing 2 lines about what changes will come with that one goes a long way into calming our fears.[/quote] &nbs
I think we should have a slider that determines unit movement speed. What say you?
Well it looks like v1.2 is going to pretty much take care of the memory stuff. The next step will be to have the game mechanics take care of the remaining things and that'll be in v1.3. That is, the system is open ended and that'll have to be squashed (there's literally nothing stopping you from having 500,000 individual soldiers running around with their own unique clothing and items). It's a bit painful testing beta v1.19f because of all the debugging info. Late games take lit
[quote who="Heavenfall" reply="18" id="2904189"] Quoting Frogboy, reply 14 Here's a brief list: A lot of new goodie huts Random events Essence returned as a limiting factor on how many heroes you can imbue (where essence remains something good for you) More variance in monsters in the world More interesting world generation at start More (a lot more) emphasis on missile weapons (i.e. lots more bandits with bows and such) Minimum t
Hi Echo, I'm not familiar with Alt-Tab and such being a problem these days. I rely on that feature on a daily basis when I work on the game. If there's some compatibility issue, you might just want to try running it windowed. Regarding polish, that's really too subjective for me to get in. You'll never get a TBS game like this to be as polished as say Starcraft 2 or what have you. It's the price we pay for having a game this relatively complex in a relatively niche genre
1. War of magic is not broken. No g ame is all things to all people. if someone is unhappy with it at this stage I feel bad about that but that isn't the same as the game being incomplete in some way. Heck, galciv and sins dont even have campaigns. Wom's was meant as an introduction to the world. Fe will bring more. 2. It will continue to get significant updates for the foreseeable future, particularly in v1.3 3. Galciv only had 3 devs on it too. Keep that in mind before dismissing what 3
The more recent betas have a lot more debugging in them to track down memory so they will be slower.
[quote who="LightofAbraxas" reply="15" id="2900601"] Quoting Frogboy, reply 11FE isn't going to just be War of magic + better stuff. It's significantly different. I'm biased but at $20, it's a no brainer. Don't let him fool you. As the CEO, he has to fork over about 1.3 mil for EWoM and the two expansions. Of course 20 bucks seems like a good deal to him.[/quote] I'll have you know I'd spend every penny I have..for a little more. :)
I'm loving the direction here. One of the things I'm excited about here is that I only have to do one thing in this game: Write AI which is what I enjoy doing. I don't have the kind of creative imagination to create such a rich game playing world like this. Walking around the office and seeing creatures with fire or electritiy bubbling off them and knowing that A) it looks cool and B) provides an important "UI" mechanics -- I know what type of damage they do and what types of at
Q: What about beyond v1.3? A: That really depends on the reaction to v1.3. If we put out v1.3 and people crap on it, I'm not likely to invest a lot of my time into post v1.3 versions but instead focus on other things. The goal of v1.3, for me, is to bring War of Magic closer to its original vision before I found myself having to treat my game design process as a Tetris game (changing it to fit what the engine could realistically do). That's why v1.2 is taking so lo
Also, here's an FAQ: Q: Why are we enhancing WOM when FE is likely to be so much better received? A: Because some day, WOM will be a $4.95 type game and we don't want people to not like what they get. One of the things I regret to this day (business wise) is that we didn't go back and make the oriignla GalCiv I and the original GalCiv II better. We have sold hundreds of thousands of copies of those two games in jewel cases at places like Target and I cring