[quote]They aren't implementing a completely new tactical combat system, it's a turn-based system common to most games of thise type. It just comes down to bugs and balance.[/quote] Yes, but what if we don't like the unit stats, the scale, the unit abilities, weapon differences, how combat speed works, how spells are cast, etc. Can stuff like that be changed? Some maybe but others will probably be set in stone. That's the kind of stuff I'm worried about. I'm pr
edpfister
[quote]There will be plenty of time to fix battles if they are buggy. July 16 is just the feature lock date where no new features are added and nothing is getting major overhauls. Still leaves plenty of time for Gold (several weeks) to play with tactical battles and make sure they're balanced and bug-free.[/quote] That's all fine but what if we don't like their implementation of the battles. I too feel this is being added way too late, we can really only give polish, bug and bal
Lots of good stuff in here, particularly like the new monster logic stuff you added. [quote]Fixed it so that goodie huts respect their spawn level when being ...spawend [/quote] One concern I have though is I'm not sure I like the level based nature of quests and goodie huts. We should have the opportunity to bump into nasty things with good rewards early in the game too. We just won't be strong enough to tackle it. Why does the world slowly get more dan
[quote]I tend to think of one 'unit' as representing a regiment or similar. Then groups of units are armies to me. So I guess in that sense it might be more reasonable?[/quote] Maybe that's how you think of it but I don't think that's the intention. We can build companies and other larger groups later so I think it is intended to actually be just 1 guy. Regardless the units do seem to cost quite a bit. Once we have 2-3 large towns with high tech we should be able to
[quote]I like the idea that faster ranged units could reek havoc on a for that relied strictly on slower higher offensive/defense units.. this provides for more depth think fast moving longbow unit vs full blown knight in armor..[/quote] I agree with this but not the implementation. How this should work is you or the opponent initiates tactical combat. Archers fire 1 or 2 times or whatever is appropriate then retreat from the battle field. Similar effect but the oppo
[quote]Ranged units have a 2 tile attack radius. Melee 1 tile. (on strategic map). We're listening to see if people want this or not, we're currently neutral on whether all units on the strategic map should only get 1 tile.[/quote] I think a better idea would be for archers to be able to initiate tactical combat from 2 squares away. The units will just start out further apart initially and the archers will therefor get 1 or 2 extra shots but the melee units will still
Are you saying this is something the computer adds on it's own? If so that's an interesting idea but might be hard to pull off. These are expensive structures and having them all over the place wouldn't make sense. How would you determine where they were built. And what happens when you borders expand? If you are just saying we can build them in our territory than similar ideas have been discussed. I don't remember ever seeing the developers thoughts on i
Yeah, in the current state terrain has no meaning other than for movement. I'm sure there will be some effects on combat as least before release but as far as city building I have a feeling nothing will change. If that's the case they are overlooking something important in my opinion. Terrain should be one of the major elements on deciding where a city is located, not an afterthought.
While their newer games aren't as good as Baldur's Gate and some of the others you mentioned they are still among the best in the genre. Mass Effect is a very light RPG and is really a different animal, especially #2. It is fine for what it is but isn't anything I would even try to compare to Baldur's Gate. Dragon Age on the other hand is much more in line with the older games. It's definitely a good game in my opinion. It was a little lack-luster in some ar
I would love to see seasons. Don't even care about graphic changes except for winter. What I want to see though is game changes. Slower movement and less food production in winter for example. With the odd food system I'm not sure how that could be handled though. Spell changes are interesting but just some changes like we have in the real world would be nice.
That's pretty disappointing to hear. That system isn't necessarily bad but it just doesn't fit with the first game. The first had so many options and even had a different beginning for many of those choices which was so original and refreshing. They are basically throwing out one of the best features of the game (in my opinion) to try and appeal to a wider audience and speed up the development time. Bioware is still a good company but I see it slowly drifting in t
Actually, why are we even buying this stuff from a shop? We are rulers of a kingdom, we should be able to make these items ourselves. Why can I equip an entire army with "Fang Daggers" but can't make one for my champion? I have to spend 40g for one instead. Shops would make more sense for selling equipment and buying some unique items. We should be able to make base equipment for ourselves easily enough by just expending some resources and time. In additi
In the latest build you added a nice little HUD as you call it that floats above a city and gives some nice information at a glance. This is not appearing on the cloth map though. It would be nice to have it on the cloth map as well, hopefully it will look appropriate there. If not maybe there is another mechanism to get a similar effect there.
Coordinated attack and defense would be a great addition. It was one of my favorite features of Age of Wonders.
I had a similar case in the past so I don't know if it still applies. If not just ignore me. Think it was one of the late beta 2's. I can remember the situation though so maybe it's useful to you. There was a little peninsula with a farm on it. I built directly to the east of the farm which was plains. The next grid to the east was most likely coastline which I don't think you can build on (hard for me to tell what is and isn't coastline from the cloth map)
[quote]Good! I have severe lagging problems with Beta 3 However may I suggest you take opportuny from this 'time-out' in new features to improve the UI like you want? (it's not really a feature I would say) It's gonna be much easier later to test the new features with UI streamlined and fully ergonomic. After stability, I see it as the first thing to do, the thing that enables all other things to be fun. (or you just keep it that way until August to prevent us to have fu
I just tried out your game for 15 minutes or so and it seems like it will be fun but I need more time with it still. One thing I would like to see though is to be able to reconfigure the controls. I find strafing with Q and E and turning with A and D to be backwards. Others may like it that way but it's a pain for me. Would recommend adding the ability to remap before releasing it. Awkward controls is one of the biggest turn offs for me.
[quote]+ New Resource: Bone Ogre Village. Imperial factions can recruit ogres if they add them to their cities.[/quote] Ok, that's just really cool. Keep adding interesting stuff like this and we could have something really special. As a side note Kingdom players should have an option to attack/destroy this resource if they find it first. It is a village after all, not something in the ground like a mine.
More so than choosing the entrance location I would like to see the entrance be where units enter and exit a city. Right now a long city almost lets you teleport to the other side as I think it only costs one to move into a city and then you can leave at any location. Of course if that change is made having control over where it is located would be helpful but there should be some small cost involved in moving it.
I think some basic requirements are a good idea for higher end items if it makes sense. Most don't need a requirement though. I just hope I don't see little weaklings with 5 str (if that's still possible) wearing platemail and wielding two-handed swords. Another option, better even is to let that 5 str guy use those items but give him higher plenaties. If plate mail has a -0.5 combat speed effect, then for him it might be -1.0. Two handed sword give +6 attack, fo
I like unit enchantments so please make lots of those. Haste, regeration, enchant weapon, stone skin, giant strength, shield, invisibility, mirror image, true seeing, life drain, fly, etc. More importantly though I hope you have your schools feel distinctive and have specializations. Maybe earth is more defensive and summoning oriented, fire offensive and chaotic, life is healing and unit enhancement, air is movement and illusion, water is anti-
[quote]However, what I think is the best is to make the scaling very subtle - certainly nowhere near proportional to the zoom distance. So when very far out stuff would seem smaller yet nice and visible, and when zoomed in close stuff would seem somewhat larger - but in reality when you're zoomed in closer while the model is larger on your screen, it's absolute scale is somewhat smaller than when you're zoomed out. [/quote] I like scaling but the above is a good way to handle it, mayb
[quote] Member No.3,557,854 Karma+3 June 30, 2010 4:09:15 PM I doubt that we'll ever see "10,000" man armies. Even if we ignore the 10-unit rule (I'm going to assume that in the future, Champion don't count towards the limit, just like Heroes in MoM for those who are concerned about it), look at the numbers.[/quote] I just brought up that number because I heard it mentioned a long time ago. I think it may have even been f
[quote who="thorwik" reply="34" id="2666929"]This is a no-brainer. I see the current focus on graphics as the biggest reason for the decline in PC gaming. ...[/quote] Just want to say that I think you summed up the current situation perfectly.
As a long time gamer I definitely feel that games are going backwards more than they are going forward and graphics are one of the main culprits. I'm not against pretty graphics but for me gameplay is what matters and anything that holds that back is a bad thing. I am someone who can have fun with pure text games like Nethack or Dwarf Fortress though. Not saying games with no graphics are my preference but for strategy games I really don't think it adds much. As long a