Maybe you do this already but I'm guessing you don't from what I've seen so far. I think it would be a good idea to make resources more dependant on terrain. Iron and gold are found more on hills and near mountains, food is more common on the plains and old growth forests are usually found near or in forests. It would give terrain more meaning, would feel more realistic and would help the player when looking for a particular resource. If I'm desperately in need of iron
edpfister
It feels odd that a large city can be conquered by a single peasant if you are careless. Why would a city of 200 surrender to a lone peasant with a club? What about just converting a small percentage of your people to militia when you are attacked? They would just be a handful of crappy units but if you have city walls or the attacking force is very weak they could still win. Just base the number of these units off city size (or population). Maybe one per city si
That would be a great addition.
[quote]First Person Shooter. With basic squad controls.[/quote] That's what I think too. Just worried they may try and take the squad out though and leave us with just another FPS. [quote]Is there no room for the top down view of the original?[/quote] I wish but all developers now seem to think this won't sell. At least that's what it seems like. I'll be shocked (but pleased) if it's top down like the original.
[quote]You can pause any time you wish and can issue whatever orders you'd like and et cetera while the game is paused. Only the server can pause the game or change the timescale in multiplayer. It's currently unstable to change the time-rate in multiplayer as it impacts the number of packets that are sent per second but we might be able to make it stable enough in the future that the server op can change the time whenever they feel like. Sync will probably be better in
[quote who="_Scooter_" reply="1" id="2705234"]Some interesting ideas in general. I think the biggest problem is, extra movement isn't that valuable - with the exception that if you can move and then attack, you don't have the problem where its suicide to move into a tile adjacent to a strong melee unit, because it can just kill you on the next turn. In order for movement to really be valuable, units would need to start much further apart, and ranged damage toned down, so that
Does anyone know what the differences are between the races? I'm in the beta but I can't tell what the differences are in terms of gameplay. So far it looks like the differences only come from the faction as far as I can tell. If there are differences where do you go to see what they are?
I think I see where you guys are coming from in terms of combat speed but I think you missed some important elements. The concept of combat speed is basically the same as action points from other games such as X-COM. The difference though is that the various actions you can take in that game have different costs whereas yours all cost 1 (or maybe all for spells/attacks eventually). Here are a few ideas I think you could make to improve things. All the numbers are jus
Some very good points. This game has huge potential but it just isn't coming close to fully developing all the good areas it has. Hopefully there is a lot we are not seeing yet.
[quote](it is totally in real-time after all and we have to assume that the player can't always pause the game).[/quote] What does this mean exactly? Is this game based around pause and issue orders like Total War battle or Baldur's Gate or are there restrictions on when you can pause the game and what you can do when it's paused? Maybe you are referring to not allowing pausing in multiplayer or something? How you handle this would be my main criteria on whether I bu
[quote]19. I think I agree with this. What do others think? Seems to me that operating a bow should be quite a bit slower. On the other hand, we might be able to just lower the combat speed of the weapon a lot and that would have the same affect. We do want to support a Legolas type unit if the player focuses on this.[/quote] They are too powerful at the moment. A hard cap of 1 attack isn't the best solution in my opinion. There should be options to get someone who could a
[quote]1) Sovereign equipment at the start. I would never buy any – the pointage can be far better spent on other things. I can get my sov equipped basically pretty quickly at the start, even if it means I have to avoid fights for a bit at first. It makes the choice of starting with a equipment not a choice at all, there are far more long term things to buy that will serve me far better. A separate point count for equipment would be nice, perhaps with an extra trait option to be able to
[quote]Frankly, I don't see why the default for this setting isn't 0. If some folks really don't want to have to click the auto-resolve button, let them change the setting. But I'm guessing most of us want to have the choice every time.[/quote] Exactly, that's the real problem. If people don't want battles all the time let that be an option but don't make it the default. Most people won't realize what's going on and will start complaining.
This really should be it's own thread but I can't create one. The Elemental War of Magic title is sitting over all the buttons and at the top of the screen and they are mostly unclickable for me. Logining in is a real pain so I'm lucky I'm able to post at all. I see all kinds of posts about the color but nothing about this issue which is a much more immediate problem for me. Actually I don't have any issues with the color, I find it easy to read and think the black b
[quote]But if you have your own special abilities you’d like to see, go ahead and post them and explain what they do. Keep in mind, the more convoluted they are, the less likely they are to go in (e.g. Moonlit Dance – if full moon, target unit has a chance of doing a special dance that causes adjacent units to mimic dance draining them of their will to live if they have an intelligence less than 8 but greater than 4).[/quote] There are lots of good ideas I'm seeing people
[quote]Consider a few factors, the damage and actual utility of the spells cast. That being able to cast more than 1 spell per turn could be a rare or special trait. Spell damage should be quite high with a higher minimum threshold vs DR, i.e. Spells should have a higher minimum damage to get past certain damage resistances (like almost all of them). [/quote] I agree with the one spell per turn for the most part, but also like the idea of it being possible to c
[quote who="Voqar" reply="235" id="2698122"]I thought Dragon Age was kinda boring. Very scripted and forced and the action just wasn't that great. I'm also already tired of the DLC milking of players and almost never partake. I'm an old school PC gamer, I miss isometric style games like baldur's gate and x-com. I'm really tired of everything being turned into 1st/3rd person shooter style games (or RTS). I'm also a MMORPG player since EQLive...and t
[quote]I have bought and almost finished Defense Grid Gold. Its a great little gem and I wonder if there is any additional content planned for this game. Or even a sequel...[/quote] Not sure what the "Gold" version contains but they recently released some new content. Guessing that came with the gold version but maybe not but if they did it once they may do it again so there is definitely hope for new content in the future. Excellent game btw.
I always assumed at least some of this was coming but if they are not then please add these in before (or soon after) release. I'd also like to see some options for terrain. Land roughness, how dry the world is (effects number of forests, deserts, rivers, etc), stuff like that.
I'll get it eventually but I'm not in any hurry especially since it's $60.00. It's just another RTS when you come down to it, just more polished then the rest. I'm not a big RTS player to begin with and the ones I prefer are either large scale (Supreme Commander) or slower paced with pausing (Total War). The original Starcraft was too hectic for me and this game looks similar. I'm in the minority as I am mainly interested in the single player campaign, it sounds l
Here's some stuff I was hoping would be in the game but doesn't look like it will make it. 1) Living world where NPC's and monster spawn in natural ways and have somewhat complicated behaviors (they did some stuff with this but want much more) 2) Quests that have us explore dungeons, nothing complicated just a more complicated tactical battle 3) More involved quests - they are all pretty simple from what I've seen so far. Was hoping for something like in the new
[quote]a) What do shards actually do? I build the shrine and I see that I know have that shard... but how does that help me? Someone who has been playing longer than me might have to correct me as I'm not too sure, but as I understand it, later level spells require certain shards to be able to cast.[/quote] Yes, shards are required for some spells. Which spells, how many, etc keeps changing. As far as I know there is no other use for them. [quote]e) Earl
[quote]StarControl for Genesis[/quote] StarControl? Fine game but StarControl 2 was one of the best games ever. Had all the good stuff of the first but added a great dynamic living campaign world. Forgot about that one for a minute.
Some good choices but I miss the old style RPGs the most. Ultimas, Wizardry and Baldur's Gate type games. Lot's of others that I miss but these three in particular are almost unrepresented anymore and they remain some of my favorites of all time.
I agree with the majority of these points. [quote]I would like to see more diversity in equipment. You have put alot of work, to customizing units, and I would like to see this pay off. I would like to have swords, which do thrust dmg, maces which do blunt damage, spears which can reach further targets etc... And also I would like to see different armors with advantages and disadvantages... Like heavy armored units but slow, and light armored and fast and so on...[/quot