FE will still be on Impulse (though maybe not the beta). You don't HAVE to give up Impulse.
Alstein
Impulse is now called Gamestop PC app, try that. Enjoy the constant ads and confusing interface.
This may be semi-unrelated, but just a heads up for you guys: When you announce the beta, you need to make it very clear how you can get the game, and who gets it for what. I know you plan on doing this, but there seems to be a lot of confusion out there in the general gaming public. This might help you guys get the game in as many hands as possible, which I think is what you want.
Thank you, that's exactly what I wished. Please keep that plan. Heavenfall: Never said I would be happy to do it, saying I would do it.
My question wasn't so much about initially, but when Stardock restarts their own DD service- my question is whether the keys would be transferable from Impulse to the new service? I'm really hoping (and expecting) this to be the case. I'd be very unhappy about it, but I'd even pay $5 or $10 just to transfer the registration- that's how much I want to get Impulse off my machine. It's not even called Impulse anymore.
Actually, here's my question Are the Free Copies only going to be avaliable through Impulse? With Stardock doing their new DD service, will the Impulse codes work on both places?
You know, I've just realized this is the only forum I'm on that lacks a MLPFIM thread.
There were people slamming the game hard during beta. Many of them did get a chilly reception. I thought Stardock was going to fix stuff heavily before release, so I didn't get overly critical. I regret not doing that, but I doubt my voice is listened to as much as some others. I held my tongue a bit because of Stardock's rep, and the fact I knew how hard everyone was working, while I was worried about the crunch, I didn't want to sla
You won't get for free, but you will get a discount. There will be a beta before release, I'd check the forums to see how people are responding to the game. Personally, i'm not the best person to look at- I'm often more critical of the stuff I like then the stuff I don't like.
You're not allowed to play games at work in the military- though I knew one dude who snuck Princess Maker onto the comps his last day. Also, deployments. Single-player games with great AI are good on deployments if you're an in the rear type.
I don't think it's a bad idea to do this service, at a fair cost. I don't think it will be used that much though. I can think of some folks who would benefit- namely deployed troops. (I'd suggest a promotional campaign with the exchanges personally, free update discs to folks overseas in return to price space in their exchanges and reviews in the Army/Navy/Air Force times. A lot of military folks like TBS and are retail
[quote who="Mortenart" reply="79" id="3006143"] Quoting maniakos, reply 75If you want to talk about the design of tactical battles, that's Derek's thing. I can say, IMO, that I am not keen on tactical battles being the deciding factor in whether someone wins or loses a given game. If a tactical battle with say 8 units takes more than 5 minutes then that's very very bad. This is generalising hugely. Battles with bandits and wolf packs, sure - you don't wan
I suspect that any archival disks will have to wait until Stardock does self-distribution aggain. One idea/suggestion: if the disks ever happen, maybe set up some sort of military program for folks on deployment. I think it would be a good idea, as Stardock games are well-suited for troops on deployment. (at least the guys in the rear) maybe work out something with the USO or AAFES? &n
On the concept of "rolling the dice"- I really think this should be semi-random. Reasoning: It will allow some AI's to get lucky and be stronger, If an AI has a bad game, it happens, this will make the other AI's stronger. Usually it's one or two AI's that are the main challenge for a player. I can sorta see the other argument as well- curious what other people thiink. (and this is why I suggest it be rand
[quote who="kapeman" reply="38" id="3007252"] I am amazed that more companies don't take advantage of this free resource (aka crowd sourcing). There are a lot of posters with a lot of great ideas, especially in this forum. Many, if not most, of the folks with the great ideas in this forum would probably be willing to trade their ideas for having their names in the credits of the game. [/quote] With the except
I really don't think we were listened too all that much when it came to WOM, which was a complete departure from how SD handles things normally, and how they've handled things since then.
I'd rather get the same asap, and cure the cancer. The game will be ready when it's ready, but the beta is before it's ready.
Charisma should have effects. Ideas of my own: Every x pts of Charisma increases your stack limit by 1. Charisma can add to initiative on living units Sovereign Charisma should affect champion recruiting and upkeep costs. In-town Champions can reduce malcontents in a city by a percentage based on their charisma Some spells can have their save modified by charisma Sovereign Charisma has an affect on shop prices &nbs
[quote who="Frogboy" reply="63" id="3005873"]Flanking, LOS, terrain, etc, are all interesting concepts. But there's also some meat and potatoes here that are easy to overlook because we take them for granted. How about the AI just freaking healing a hurt unit? Or slowing down a charging unit? If you want to talk about the design of tactical battles, that's Derek's thing. I can say, IMO, that I am not keen on tactical battles being the d
I want to see one of these two things. I wish to see horses and wargs split into two separate mount types, or Have empires able to use horses for food, and kingdoms wargs for hunting grounds. I would also like a few rare exotic mounts that give bonuses. Personally, I kinda wish the mounts came from a source Derek had used liberally in the past- I wish there was kinda a Twelve Kingdoms vibe to the mount
mounted warfare + empire faction
WOM was multithreaded, so FE should be also.
My concern: I could see this AI being gamed a bit, though I think it's impossible to avoid gaming an AI unless the AI has a bit of randomness, or pre-knowledge that a player likes to play games. I really think AI should adjust to the player's tendencies from game to game, how hard would that be to implement? I remember VF4 on the PS2 having that in its AI code- where if you kept doing certain things, the game would counter it and for
Naval combat is something I'm hoping is a focus for the 2nd XP.
Congrats on finishing up War of Magic. While this game is nowhere near as great as Twilight, this may just have been your best support job yet. You did a great job bringing this game up to respectability.