Xtropy

Xtropy

Joined Member # 1031406
6 Posts 189 Replies 21,444 Reputation

I'm not sure if the window to get in Beta 3 is still open or not, I think I've heard that the window stays open for about a week after a major new beta release. If the window is still open, you'd load up impulse and check "Show pre-release versions" and it should show up in your games list. If the window wasn't still open, you won't be able to get in until Beta 4, I think.

3 Replies 6,393 Views

If you considered UI usability, and game balance as 'features' you could probably say that those are not in either. The AI is also pretty poor at the moment.

6 Replies 2,362 Views

I crashed a lot at first as well. However, I unchecked "Fullscreen" and it's been stable since. Is the map size property functional? If I change the map size will the random map be a different size? I ask because I have it set on tiny and it feels huge.

85 Replies 147,409 Views

Instead of having an on off switch for scaling, couldn't there instead be a slider? That is, to one extreme would be absolutely no scaling, to the opposite extreme it would have proportional scaling. Users could then just move the slider to select how much scaling occurs. Edit: Not that something like that is a huge deal to me.

123 Replies 290,117 Views

[quote] I like that, though honestly I wish the graphics looked a little better. --- Still my biggest worry is the AI. This seems to be a massively complicated game. Is the ai just generally going to be given various increasing bonuses at each level or is it going to be actually able to think and plan? Honestly I haven't found a strategy game yet that is able to have a good ai and a reasonably complicated game. Even civ (the most well known and

8 Replies 3,676 Views

[quote quoting="post"] I just find having food resourcves being a must have on randomly generated maps is going to be a game breaker. [/quote] I'm sure when the game is finished, like other Stardock games, you'll be able to specify the frequency of resources, in this case food resources. Furthermore, you can _create_ food resources via magic. So I don't think it's going to be a game breaker.

6 Replies 7,625 Views

[quote quoting="post"] NPCs. Playing as a Trog today makes me uncertain why an NPC from the race of men would want to sign on board. Should they just cost more? Or should they be hostile? Or what? [/quote] I don't think every champion should be a pure mercenary, following any sovereign who will pay him or her. At least not if you want the champions to have a bit more distinctiveness and personality.

79 Replies 221,987 Views

[quote who="SavageBananaMan34" reply="11" id="2662385"]i don't like that idea so much. At least, not all monsters should attack settlements. Barbarians/orc hordes or whatever should definitely show up later in the game, but it would be really frustrating if that sand golem a a few ticks away from my town prevented me from doing anything for a good 20 turns (I mean it's bad enough he kills my sovereign every time I try to sneak past). [/quote] It shouldn't be too tough, in the ear

34 Replies 18,343 Views

I agree with XeronX that a player placing a fast city is at an tremendous advantage over a player not placing a fast city. However, I don't necessarily think that this means that gardens, or the lack thereof, are the problem. In fact my belief is that if placing an early city is such a good play, then I believe the guy who does seek out an ideal starting location _should_ be rewarded by being able to build a superior city. In any case, like any Stardock game, I wouldn't be

12 Replies 9,442 Views

It's hard to say. As the system stands right now there is still a "space" limit for cities. Assuming this space limit stays the same, but the number of buildings one can possibly build increases (which is likely to happen, some of the tech trees aren't implemented) then it seems as though there will still be opportunities for one city to have a different set of buildings than others. Now whether or not there will be a reason to have different combinations of structures depen

12 Replies 43,802 Views

That's actually an awesome idea. I don't know why I never thought of it!

2 Replies 16,215 Views

[quote quoting="post"] 1. How do you give items to another character in your party? I am sure I am missing something obvious here. [/quote] Click on the character who has the items you want to transfer, then click on the "items" tab in the lower left. Now just click and drag the item you wish to transfer to the character's portrait in the top-left. [quote]2. What is required for you to build a mine and a forge?

2 Replies 2,401 Views

[quote who="Grove12345" reply="2" id="2658241"]I think the 1 point system works fine. Dont want to overdue superiority [/quote] It's not necessarily a matter of "superiority" as it is a matter of distinctiveness, or in this case, the lack there of.

38 Replies 95,344 Views

I don't dislike the system too much, but I do have a few concerns. I feel the level-up system is lukewarm. Usually in RPGs leveling up is a big "hook" that makes the game experience rewarding. Gaining a single point in a attribute category just doesn't seem like a big deal to me. If we are going to have champions that help out your empire in a non-combat capacity, it would be nice to see those champions have the ability to level up and expand on their non-combat ca

38 Replies 95,344 Views

[quote who="shadowknightx" reply="74" id="2657845"] Why even bother with plopping down houses at all? Why not have population growth be based off available food supply (either native or what the trade network brings in), and then have a MoM style build 'housing' which boosts it? [/quote] The "why" is that food is a global resource. Any town can access any other town's food without any trade being established. It's just one big pool.

85 Replies 294,261 Views