[quote who="Frogboy" reply="25" id="3086972"]In all these discussions, I have never heard someone suggest what alternative should be used for the features Steamworks provides. The issue for us isn't Steam. It's Steamworks. I've talked about this very issue for literally years. IMO, the OS vendor should be providing this stuff for free and aggressively supporting it. But they're not. Frankly, as a game developer, I think it's ridiculous th
Alstein
That said, adding some personality to the races is a big deal. GCII the aliens may not have been all that different, but the dialogue and writing, and AI behavior, really did make them feel different. It's one of the things I felt was lacking in Elemental/FE.
I've been playing it out of boredom, it's still a decent game despite the flaws, but I'm ready for Beta 2 and have been for 2 weeks now. As for your beta access, you'll likely get it this week.
I like these ideas, but I'd like to see them implemented within a broader random event system (something I still think this game needs, though not until beta 3)
It's pretty much been stated 1.4 is it, and that FE is the focus. FE Beta 1 was what I thought WOM 1.00 release was going to be in terms of quality, before touching the WOM beta.
Maybe charged spells shouldn't use the standard initative system, but instead take up a number of initiative points and then cast regardless of initiative? The actual casting a spell should stay the same as a melee attack though. That would solve the impulsive+spellcasting issue.
Kraxis: I could see them being like Pariden, or seeing themselves as the rightful ones. One thing I want to see but don't think we'll get: two more factions. 12 is a better number then 10.
Kiting, if it's really a problem (I don't think it is too much- yet), isn't going to be solved by weakening kiting. Weakened kiting is still kiting, it just takes longer. You'd have to make it outright impossible.
I like the catapult idea. I'd like to see a siege option as well, where you can surround a city for a few turns, and force the defenders to fight you or lose the city.
If you need to nerf initiative gains, why not start all units with a higher base initiative? If you're going to limit ranged attacks (ok solution) , I'd want my archers to carry a melee weapon, and then that opens up a slew of AI issues, so I don't like that idea. Simplest solution: archers cannot move and fire in the same turn. Maybe get rid of the initiative penalty for bows if you do this. This way for them to ki
I still think the best solution is cavalry being made avaliable earlier, run those archers down. The problem would be horse archers - but you can make horse archery its own tech tree. At least that would force a spearmen screen unit (Spearmen should get bonus vs cav) Use existing tools before adding a bunch of gamey stuff.
I'm ok with your ruthless AI kiting. My ideas (anti-archery and anti-kiting) Archery: the fundamental counter to archery should be speed. Cavalry needs to be more accessible. Cavalry should be countered by spear units. anti-kiting Mounts+archery should have a heavy accuracy penalty, that is only reduced by experience/promotions. after 30 turns or so, a battle should
Another issue I have is how mountains sometimes make clicking on a square I want to go to impossible unless I do it on the cloth map.
So glad Caravans are gone- was the most annoying thing in Elemental. I would suggest that economic treaties, and maybe other treatiers, allow roads to form between kingdoms/empires. Or maybe just good relations should do it.
I'm not a fan of shards all over the place myself, but for testing it's worth looking into. If it's too bad there are options to cut down on the shards some (Sparse).
[quote who="wwwolf123" reply="3" id="3076256"]Same problem here. Looks like a DRM-type failure. Hopefully this will not be an issue with the "retail" game. I hate phone-home DRM; particularly in single-player only games![/quote] This is for the beta only. Non-beta patches only DRM when the patch is installed, after that you can run the game without an internet connection. The reason given for having the DRM in th
I kinda wish you could push back individual bits of the wildlands if you got enough influence, like making a settlement in there (better be ready to fight lots of strong monsters if you do so though).
Google Analytics. No harm there. Thanks also. Real useful to block this stuff out.
They're using Steam as Impulse. You authenticate and patch through Steam, but you don't need Steam running to play.
Smells like BS to me also. Also, this guy has very few posts, a "trusted fan" would likely have a lot more posts and constructive suggestions. Also, Stardock isn't going to be reducing factions- that's a bad idea, there's not enough as is.
I've been judging this game on this standard: If .75 was WOM 1.0 release back in August 2009, how would I feel about this game x days after release? By this standard, I've been mostly satisfied, but I want patching to fix the problems. I don't know whether this is truly a fair standard, but given the WOM issues, I think it is. I would have been a little irritated at release, delighted by the .76/.77 patches fix
I'd like to see city placement removed completely if it provides any sort of performance bonuses.
I wouldn't mind some super-high level Heroic Age spell, which costs 1000 mana, and pops heroes all over the map randomly. Corruption allows changing of shards, but it's bugged.
Why not just do a simple rename to Wastrels, Rogues, Loiterers, or Malcontents? (take your pick)
Suspicion of Cause: something possibility to do with Ceresa's faction and how it starts with Shard Harvesting. UI did not show shards as built. Behavior: clicking on shards says you need Shard Harvesting to build, save and reload causes crash, re-reload worked fine, but could not build on shards. Mana gain was consistent with not having a shard. Quirk: casting Corruption on one of these shards again destroys the shard. <