edpfister

edpfister

Joined Member # 1105244
66 Posts 272 Replies 521 Reputation

[quote who="edpfister" reply="96" id="2680463"] There won't be 10,000 unit armies in v1.0. It'll probably top out at hundreds instead of thousands in a given fight. We'll look at increasing the limit in the future. Is this due to memory, time or game balance/mechanics? With the current system I was finding it hard to imagine armies that big but it was something I was looking forward to and was thinking it would be available for modding if nothing else. Would

104 Replies 276,094 Views

[quote]10,000 guys require 1000 gildar per turn to maintain[/quote] Are we going to continue to have fixed costs for maintanence? I assumed this was just a placeholder. Shouldn't my elite cavalry equipped with plate mail, magic shield and flaming sword take more to maintain then a common peasant?

104 Replies 276,094 Views

That's a good idea. Also the ideas of reefs and such would make things more interesting. One other thing that might be nice is to have low tech ships need to stay close to the shore. Ships did not venture into the open seas initially in real life afterall. It would be a way to have naval technology matter more than just always getting stronger or faster ships. It just would require a new sea tile.

8 Replies 2,425 Views

[quote]Each city costs more to build than the next. It's just that you start with so much $$.[/quote] I haven't really paid attention to how this works currently but building a city should have a population cost as well. That would be a good way to help curb city spamming a little as you are taking your people away from your other cities this hurting their growth. Also if you limit the how low the population can go you can set some limits, especially early in the game.&nbs

33 Replies 28,655 Views

[quote]There won't be 10,000 unit armies in v1.0. It'll probably top out at hundreds instead of thousands in a given fight. We'll look at increasing the limit in the future.[/quote] Is this due to memory, time or game balance/mechanics? With the current system I was finding it hard to imagine armies that big but it was something I was looking forward to and was thinking it would be available for modding if nothing else. Would a modder be able to add this or will that not b

104 Replies 276,094 Views

[quote]The game that will be released is not going to be the final version. Frogboy even said that he would continue to work on this game for at least another year, which means that 5 or 6 months from now the game might be completely different from what it is now, due to balancing and adding new content and such. I really don't understand what people are worried about.[/quote] This is true but first impressions are huge. They are welcome to do whatever they wish but there is a l

36 Replies 89,265 Views

Would just like to second this opinion. I don't like forced level systems. The world should feel real, not like it is a series of carefully constructed challenges designed for the current world state. Poster has some other good comments but that's the one that I really would like to see changed in some fashion. On a related note, please get rid of the messages that say "level 2 monsters (or was it goodie huts) have just spawned". If an event happens you can not

3 Replies 852 Views

[quote]-if you want to keep individual city buff spells at least make them castable from anywhere in your territory it just sucks having a big empire and riding along your cities wasting a ton of turn just because you learned a new spell[/quote] I don't have a problem with having spells that only effect one city. Globals should be there too but only at high levels and great cost. The main thing I would like to see though is the ability to cast them from anywhere. Tha

4 Replies 2,388 Views

[quote]Awesome gameplay? At first i liked it. But pretty soon i realised how ME1 worked: You take AR, put best mods to it, and run forward and shoot everything (and use throw/lift). Character development had no meaningful choices, you just maxed out a few skills (i refuse to call them talents) and you're good to go. In battles, there are no tactics involved or anything. I have played it on insanity starting with a brand new character, no challenge anywhere.[/quote] I guess everyone ha

40 Replies 120,957 Views

I actually only heard about this game about a year ago when I was searching for some old classic games I could download that I had missed the first time around. It looks like a really cool Archon type of game just minus all the chess trappings. I actually got it running and tried it out but I had issues with the controls. Seems like it is designed to be played with a joystick. That or I'm just not talented enough with the keyboard. Definitely looks like some

4 Replies 23,618 Views

Yeah this has been brought up quite a bit so you are not alone. I like your ideas, even the preventing of spawning of monsters part which some others were against. If the radius is pretty small then it makes sense. A creature probably wouldn't create a liar or nest right next to your tower. There's nothing to stop them from entering the terrirtory later but that would probably only be from aggressive monsters. Probably not normal animals though. Regardless

18 Replies 14,383 Views

Way back when I remember you saying that you wouldn't release the game (or maybe would consider not releasing the game) if the beta testers didn't think it was ready. With all the talk it is sounding like you are definitely planning for the August 24 release barring some major catastrophy. Also it sounds like the game will have many changes and enhancements beyond what the beta testers will have access to. Does this mean that you will not be asking for our input on whether w

100 Replies 181,480 Views

[quote]I dunno. I don't really like the direction they are taking with custom created factions, races and units. It's basically an "in-place mod". It seems like it could easily be wildly unbalanced and the custom factions was something that I liked for Multiplayer. Sure, certain combos would undoubtably be better than others. But if there are ONLY TEN GODDAMN INITIAL FACTIONS then how can you have 16 man multiplayer? Plus, I'm sure some are going to be wildly better than others. /quote]

42 Replies 96,104 Views

That's a nice system but how do you model special abilities that do not require mana? What if I want an ability that can be used once every turn but uses up all movement. Or once per battle or something. If mana doesn't regenerate that latter is easy enough to model I guess. Not sure how the first would work though but perhaps it's possible if you can set how much mana regenerates each turn for the unit. Just doesn't seem right have have a spider with mana though

42 Replies 96,104 Views

[quote]oh and i really don't care for the special unit buildings. i think these are unnecessary. i think that instead of a single unit being built out of having a certain building, i think that building should give you traits you can add to the units you create. for instance i don't like having dungeon master units, these are units that are out of my control to make. they are just there. i want to be able to assign traits to units, much like the scout, or messenger kit. then call them what i

70 Replies 197,808 Views

The current system of requiring food to build housing is rather unintuitive. I have a feeling people will find this mechanism strange once it reaches the public. I know this mechanic is here to stay so I would suggest adding some dialog to the tutorial messages you get from your advisor explaining how this works. Should be one of the first messages.

0 Replies 562 Views

The new build has a long pause before scrolling begins when moving the mouse to the edge. It is too long for me. I tried to look in options for a way to lessen it but I didn't see one. Should either lessen the delay or have another option to allow control over it.

2 Replies 794 Views

I tried to upgrade my peasant to use a different weapon. After I finished I tried to save it and was given the dialog to give him a name. Since this is an upgrade it should at least default to the same name in my opinion but the name was something new. I tried entering the same name (Peasant) but after completing the peasant was not using the new configuration. I tried again and this time gave it a different name (the default Basic Knight or something) and the new unit

0 Replies 449 Views

I was trying out an item I picked up and tried to reequip my starting weapon by clicking on it after I had equipped the new item to see what I liked better. Nothing happened. I needed to unequip the new item, which automatically equipped my starting weapon. Somewhat unintuitive.

0 Replies 561 Views

I agree and have another request related to queues. Please don't charge us until we actually start building the item. I shouldn't need all the materials up front even though I won't start working on it for another 15 turns. Only the first item should consume resources.

3 Replies 490 Views

I had a similar issue after I completed researching one of the magic techs. Can't remember which one it was, maybe arcane lore or something similar? It was only my 2nd or 3rd magic tech so it's one of the early ones. Here is the debug.err file: http://dl.dropbox.com/u/8962259/debug.err

1 Replies 1,000 Views