Alstein

Alstein

Joined Last seen Member # 1291264
207 Posts 3,340 Replies 2,396 Reputation

Boogie in the other thread said they're still there. I kinda don't know how productive you can be after this many hours though. I trust Stardock more then any other game company though (seriously, you guys have earned it) , so I'll believe.

124 Replies 296,776 Views

Alright. Be safe and careful when you head back. I'll be up all night myself, but I'm a professional at it. ^_^ (my 2nd shift today, but I got to sleep in the meantime)

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I kinda don't want them working this late. I can't see how productive you'd be after 15 hours of work when you have to be detailed. I know how I was after 12 hour shifts in the military doing something as imprecise as weather forecasting. Crunch time really does seem to blow for developers.

20 Replies 2,826 Views

They said earlier it was supposed to be out yesterday or today. Usually Stardock delivers when they say that, but not always. I'll have to work a double tonight , so I'll check at midnight when I go in. Usually Stardock patches hit in the evening. It's a lot better then Valve Time at least, or Paradox's "it will be ready when it's ready"

118 Replies 214,546 Views

[quote who="Bellack" reply="75" id="2683362"] Quoting Austinvn, reply 37 Quoting Tridus, reply 34 ... and why would you do that? Spells scaling off Strength doesn't make a whole lot of sense. Well, there's always wisdom. We have to do something with the stat (starting spell points don't count) - and, really, it would be nice if casters had another stat that directly affects spells, so they just don't stack lots of int. Melees can up atta

118 Replies 214,546 Views

Taking away the option won't make anything more fun. Just make sure either side can decline the TB.

127 Replies 358,554 Views

As for the animation thing- one possible "lazy" solution would be to "Tekken"-it. Use flashy hitsparks to hide the animation errors. In Tekken, when you hit someone, usually there is some sort of loud hitspark that masks the poor hit detection. May not fit the game at all though , and may come off as a bit cheezy. Might work better for magic though. As for MP and tactical battles: here's an idea. Instead of setting

127 Replies 358,554 Views

[quote who="Tasunke" reply="7" id="2681770"]Definitely have Forts n Watchtowers Naough!!! Turf Wars: Battle of the Outposts basically, sounds a LOT more interesting than ... City-centric warfare, City-spam, All-or-nothing warfare (tied to city warfare) The way I see it, people could be fighting rather continuously over certain areas of turf rather than necessarily try to attack the city (a lot hard

105 Replies 292,561 Views

[quote who="Frogboy" reply="5" id="2680718"]I love modding but I'm not convinced they can move units. We'll see. Essence = mana cap. Nothing more or less.[/quote] I don't think the modding will move units, but the mods created from it will. FFH2 and Wolfshanze moved units of Civ IV, I am sure. That said, you are going to make expansions of some sort, so those unused assets can become used. I do t

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[quote who="KellenDunk" reply="26" id="2678654"] Quoting TheProgress, reply 25 quoting post Q: What is Stardock’s position of Elemental’s multiplayer? A: Elemental has multiplayer. To ensure that it is robust, we basically threw money at the problem (i.e. set up servers around the world to just host the game) I find this interesting. I'm curious why this was done (and hopefully Brad will be nice and comment). With a game like Elemental where

100 Replies 181,844 Views

I think researching questing tech should give you more then just goodie huts+ monster spawning My suggesting, being first to each level should spawn a free adventurer, and allow access to that lvl of goodie hut, while making the higher lvl monsters spawn out for everyone.

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2K with Civ V- you can see 2K sucking the soul out of Firaxis. I hope they Respawn somewhere.

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I think making them mundane but otherwise like majors is the most organic approach. I don't like adding in a ton of special rules like what GCII has, unless they are necessary. It's just better game design to not throw in artificial rules. This is why I support the no sovereign being their penalty. Maybe with a random event that could make them major (they get a sovereign, either a disloyal child of a sovereign, or someone is born with it) &nbs

63 Replies 223,566 Views

I don't mind if minor become major, or at least serious pests- they should in some games. In GCII that would never happen. The only penalty that should have is no sovereign/ maybe no magic unless they somehow get a magical hero.

63 Replies 223,566 Views

Those special units will doom the minors, since players like shinies, and rare shinies= must kill for it. Diplomacy might work, but usually those minors have good land also Saw Raven's idea: just not having a sovereign would be enough to make them a minor I believe- he's got the right idea. I'd prefer that to the current idea you guys have. Maybe have them require a tech to expand that the AI does not put heavy weight towards? Hon

63 Replies 223,566 Views

[quote who="Tormy-" reply="48" id="2672107"] Quoting Ashbery76, reply 1A living world +1 Indeed! Quoting Frogboy, reply 22Not sure if sea monsters will make it in or not. We have sea monsters (the assets) but there's no code behind it. As for the monsters attacking each other, so what I did is that IF they're monsters of a different type, they'll be randomly inclined to attack one another based on the intelligence of the spe

80 Replies 300,647 Views