Some MP issues do need to be hotfixed- such as the Dishonorable Coward bug and matchmaking bugs.
Alstein
The problem here will be marketing. You have to show/prove that there are folks out there who dislike Steam, and using Reactor will allow pubs/devs to get the benefits of Steam, while not losing the sales of Steam haters. (That's an extra 10% revenue for them potentially) Maybe even offer a few small sweetheart deals to start?
I can understand the reasoning, and Paradox isn't Impulse-hostile by any stretch. That said, their CEO says he likes Steam because he can cancel activations on publishers who don't pay up, which both Paradox and Stardock have had trouble with. Never thought of that before, though I'm sure Impulse could do the same thing. The thing is, Impulse is going to be relevant as long as there are games I want coming out for it, unless steam makes client-free playing.&
vsUnitType needs a related conditional also vsWeaponType: cavalry should have a bonus vs archers. vsMounted- a spear unit vs cavalry for example That said, on level-ups, I would really want a system that can't be gamed. I'd rather have a slot machine. I'm not too worried about getting the system right the first time either- gotta remember that FE isn't the last expansion. The big thing is that FE has to be worth playing
Above poster's idea is perfect. Maybe make Patriachal default and the other two traits.
[quote who="NeoWolfen" reply="30" id="2907313"] Quoting Dewie, reply 27NeoWolfen, try closing Impulse and running the following file: http://sd.stardock.com/curthendzell/fix_registrations.reg Make sure to follow the link in Internet Explorer, as other web browsers will not handle the file type correctly. Once you follow the link, save the file and double-click it to apply it. Then launch Impulse and login with your account (same account as the forums) and run Elemental. Thanks Dewi
The custom cards I wouldn't mind seeing them axed or severely downscaled if they are a cause of memory problems.
I've been impressed and liking it so far. Simplifying the setting did wonders for the game, I think most previous TW games suffered from overambition + shoddy QC. They seem to have fixed that on their last chance. Shame it couldn't be on Impulse- means Stardock has to get that Reactor up and running. There already was a Steam issue that made the game unplayable for an hour yesterday. (fixed, so no worries, just grumbles)
Could traits be a function of weapons, or requiring a certain weapon or shield, or at least require a certain weapon to use? Are traits only passive, or are there active trait abilities? Example: A Spear unit could set Charge, enabling it to get a free retaliation before the first attack in a round, and a huge bonus on that attack vs cavalry. A Sword unit might have a Melee Foe trait it could gain, etc? <
Another thing I'd like to see: Traits that require other traits to be an option, if the option isn't there, a new trait is selected.
AOW gave the choice of stat buffs or a trait, and it worked great. Love this idea! I'd look at AOW: SM for some generic ideas to borrow I love the common/uncommon/rare, though rare should be RARE, though rarity should be decreasable by tech/luck/other factors.
How to make the adventure tree specify it's the best way to level up champions. Few ideas: Looting or Lore: you get better results from finding things. That sword may be a broadsword for one faction, but a Jet Broadsword of Life Drain for a faction that knows what it is. Maybe techs that unlock special abilities for heroes with level Adventurer's Guilds to spawn adventurers more easily in your territory (you are allowed to br
Is base 4 with 2 HP going to count as 1 unit with 8 HP, or 4 units with 2 HP? Worst case we'll just have to wait to see it in action- though I tend to prefer to like to know how a system's supposed to work to see if it's WAD, or if something emergent is happening (which may be good or bad)
The problem with that is oftentimes we don't understand what the other changes are, as they aren't just in a vacuum. That said, sometimes the playerbase can see things that are blatantly bad that a developer cannot see. Base 2 HP means that 1 hit=death. For a crunchy human that's not so bad. I'm guessing this will make XP more crucial, as that's more HP, as well as armor and dexterity (dodging is zero damage). I
One request- random factions/random intelligence like in GC2? Second idea/request- allow units to have "backup weapons" Switching weapons takes 1 AP. So you could give an archer a shortsword as a backup. Third idea: tie that movement speed increase to map size perhaps? Alternative #2: buff horsies Fourth idea: more mount types. Maybe as rare techs (concept I'd like to see returned) <br /
On reworking the combat system would some simple special abilities help? Make spearmen (and you need more spears) have a special ability to set charge, and do extra damage to cavalry and negate first strike. Make cavalry have a charge ability to do one attack at massive damage Make a rock paper scissor relationship between melee units. Stuff like this could add to the depth some, provided the AI can handle it in quick tactica
[quote who="Frogboy" reply="3" id="2904220"]I think we should have a slider that determines unit movement speed. What say you?[/quote] Sounds like a great solution, provided it doesn't take too much time/effort. My issue with the main map is that somtimes goodie crates get hidden behind mountains and you need to go to cloth map to see them. I'd like a hotkey to go straight to cloth map.
Glowing Ember the best way to prevent ridiculous mana costs late in the game would be a mana bleed per turn. It would effectively cap your maximum mana based on your mana income, though you could still save. One FFH modmod called Master of Magic uses this (right now the best of the modmods of FFH, though it's very much changed)
I see where you're coming from. To me though, it seems the problem with the old system was the waiting, not the actual system. This is why I've been suggesting the following: Keep int for strategic spells as is. For tactical spells: int would be a per-battle mana pool. Rework tactical spells mana cost. That pool refills at the start of every battle. This would allow the AI to not have to worry so much about saving mana, and solves
If they're following the same restrictions, and there is a global mana pool- how are you going to fix this problem: In quick combat (And tactical)- the AI does not cast spells. If the AI cast spells, it would likely deplete its mana pool way too easily, I can't see the AI handling mana management well at all.
Brad's philosophy in sales is to not have big sales until a title is pretty much dead. Also, the fact purchasing Elemental gives a discount on FE means putting EWOM on sale now would hurt Stardock financially. I'd suggest waiting for FE. There are a couple of games I am waiting for an Impulse sale on right now though.
One idea off the top of my head would be to tie the number of heroes you can have to CHR. Heroes would have an insubordination rating. Insubordination of all heroes cannot exceed Sovereign's Charisma. Having heirs can decrease insubordination of heroes under them, but increases the odds of your heir revolting against you, with those heroes.
I really want to see a bigger version of that slide.
This was my most fun game of 2010. The expansion helps some. There's a few issues with the game balance at high levels, but it's still fun. Demon War needs to be on Impulse already. (I bought it direct to get into beta)
What's supposed to come first- the 1.3 beta or the FE beta? Both sound interesting.