[quote who="Trojasmic" reply="11" id="3578231"] I still like LH better than SK. You basically addressed some of the major issues in LH here... unfortunately, you took out many of the things that make LH such a great game so my wishlist is put them all back in! [e digicons]:)[/e] I know that's not going to happen so let's start with the basics. 1. Let us play the other factions. Have their cities, buildings, and units be unique so that the
Alstein
I can say I've spotted the same behavior consistently from game to game.
This is not as uncommon than you think. It's rarely on this scale- but I saw it happen a few times when I was doing weather radar in the military. It's significant to aviation since that can gunk up engines just like a birdstrike.
I've never seen the SK use a spell, but I"m guessing that's a funfactor reason. Folks would save/reload if a random spell took out their best buildable troop.
That review is why I want to see a new SK in a few years, on a new engine. The Elemental engine had all sorts of problems.
Wellspring is the "Heal Army" spell. Can be used out of combat as well.
For DLC- quests, items, magic, units- in order of importance. Maps don't interest me- random map parts should be part of free updates. With the expansion, I'd love to see resources do different things for different factions- Wraiths would get little use for wheat, but get food from crystal, etc... I want to see more lieutenants.
1) I'd love to be able to play as the remnants, as a "what if" they got the Forge of the Overlord instead? 2) I'd also like to see more lieutenants, so it isn't the same two every game. Maybe some of the other old Elemental Lords? 3) More heroes, baddies, quests, loot. This is a game that can be expanded via the toybox, and needs to be. 4) Some more unit options/resources. Perhaps have some reso
Would prevent situation where you use your moves, but enemy moves before you get to use your elixir.
Congrats! No Ivanova speeches either. ^_^
[quote who="Frogboy" reply="1" id="3572322"] This is really good feedback. I've made a few tweaks based on it. Outposts and resources can't be destroyed so the SK doesn't bother attacking them. The choices you make in quests affect the choices available to you during the final confrontation as well as what random events you will get during the game. They also affect which units the SK has access to. I agree with you regarding the
BTW I do find a use for raise/lower land on rare occasions on insane, where you need to avoid some fights for a good while.
It's "true" science, it's just dealing with a lot of variables that can't be fully measured. You can draw some pretty accurate data despite that- this is the foundation of scientific statistics.
can verify this one.
I'll say it's the best game you made period. It made me abandon GalCiv3 despite that being good. Hoping for more content down the road. Sucks you have to deal with the BS, but that's part of being a celebrity- and popular game devs are celebrities now, whether they like it or not. At least you don't have to be someone else like many other devs who work for publishers. I know the BS has gotten so bad th
It really feels like this part of the game is pretty obvious. If you can build cavalry- do it before all else. Unit composition for me is two heroes , everything else riders or knights, maybe 1 other unit like a scout just in case. Why would I bother building archers/snipers as a guardian when they pale to a rider, unless I lack the resources? Paladins are nice if you have the logistics for non-commanders.<
My impression is similar: One thing I do think should change: SK at higher threats needs to send up far fewer mooks, and save up (if he has to) for forces that can give the hero stack a challenge. 95% of my battles were auto-resolves just out of sheer monotony (and this was on normal settings) On hard settings, I consider it an unplayable slog right now where it's more grind than strategy. Also, I think on normal
I was doing medium/hard.
SK managed to max out doomsday and win before I could even get into the mid-game.
Played the game on hard, the sheer amount of things you can do turned the game into a cakewalk for me. One game is probably not the optimal testing, but it seemed easier than going Warrior, which previously was the easiest. Haste, Curse, Flame Wave seem to be the most important spells Soulburning seemed to be broken- it just sacrificed my unit without doing any damage. If that spell had worked, I could have just sacced units and kill
The AI was good, but it had holes which were found out eventually, which is inevitable when AI runs off of set parameters and doesn't account for certain human behaviors/exploits. GalCiv II AI is top-tier in the genre. The next step in AI is AI that takes player into account and adjusts from game to game at times to keep things fresh. I really wish you had implemented this in GalCiv III.
not a technical issue, but I think those maps start out a little more zoomed out than other maps, which can be a bit distracting. Enjoying the changes I'm seeing so far.
Personally, I think it's EU regulations that forced Steam into this, perhaps combined with an excess of shovelware that was causing Steam more headaches than it was worth. This is really going to hurt some devs, and not hurt others much at all. Stardock is pretty safe from this, but butchered PC ports like Mortal Kombat X...
The asymmetrical is being kept- since Mirdoth is still in. It might even be kept for the other factions unless they're made playable down the line.
Personally, I think you have something here with SK, but it may take another iteration to bring out exactly what it should be (and by iteration I mean game, and not patch/expansion) When you're trying to create a new genre, the first game is going to be rough. In terms of your next game after Star Control (referring to internal Stardock), I think a full-blown 64-bit fantasy strategy game would be what I want (doesn't have to be set in elemental uni