[quote who="Stuie_" reply="14" id="2865395"]I vote that Stardock starts taking the "It will be ready when it's ready" approach. Stop giving us estimated release dates that create expectations that may or may not be met. Thank you.[/quote] With Stardock's beta patches, I don't mind if they take extra time to polish, as long as we get the in-between work. I'm willing to test stuff out to get a more enjoyable game.
Alstein
I think there's supposed to be a 1.12 soon, to fix some AI issues at least.
I care more about what Jon will do at SD then what Jon did at Firaxis right now. I just wish I had some idea what his ideas actually are for Elemental.
You haven't been to some of the wastelands I've seen.
I think it could work, if like the Total War game a group was composed of set individuals. Effectively by doing this, logistics would increase the stack sizes and decrease training times (groups of 3 should train faster then training 3 individuals) , which is what it should do.
I think there is a feeling that if you're lucky, you can improve the game by sending in suggestions. That tends to foster a cooperative spirit. I've seen forums where the devs post that it turns into a flamefest. The important thing is that the customers feel like their opinions are valued.
A few ideas: To prevent overstockpiling: have DC decay x% per turn. (borrowed from Wildmana FFH modmod). Gildar should be convertible into DC, with a system similar to GC2 espionage spending (increasing costs for each DC) . This might solve the excessive Gildar problem. DC can be used to get a relations boost with one civ (exponentially increasing costs here) , for CERTAIN diplomatic transactions (not trading, but war declarati
There is a lack of fanservice on the female armor/equipment as well. I'd have loved to see Stardock have the same variety in clothes/armor as Soul Calibur 4 did. I don't know if that was financially feasible though.
I think it's tied into the change in spells- why it uses up all your MP.
[quote who="Thormodr" reply="47" id="2863011"] Quoting cfnz, reply 46What's with the character assassination? Was someone mean to you on the internet? Dale has been a dick to me on many occasions on the internet. That in itself is not a big deal and frankly I don't care how he treats me. I do see him insulting everyone under the sun however. He has repeatedly trashed Brad, Stardock and Elemental. He has trashed Kael, Rhye, Sullla and other pe
[quote who="Frogboy" reply="41" id="2862719"] GalCiv II in its "final state" has a 93 metacritic score. I'm pretty familiar with how PC games get reviewed and what kinds of scores they can expect. If Elemental:War of Magic v1.11 was reviewed today, I'm pretty confident it would get reviews ranging between 3 and 4 stars depending on the venue. v1.0, which I gave a 4, got a 4 from Gamespot but other than obscure websites its avera
This is why I don't worry about Stardock. Being privately owned means you can take a loss , thinking about the long term. If Stardock was a branch of say 2k, we wouldn't be getting much of this Elemental support.
I'd rather see Stardock remake Kohan instead of Emperor of the Fading Suns.
It's funny, because while on good forums it's usually easy to stay quite reasonable, if a forum becomes a cesspit, I can rapidly turn into a troll myself just out of frustration. Realizing a bit more as I get older then when I lose respect for the forum in question , it's better off to leave.
I figured you guys did, I just have my own ideas as usual, with no clue whether they're good or not. I was having real issues with monsters in Brad's builds at random, to the point where I dropped world difficulty down to normal from challenging, where I like to put Stardock AI. I figure if I fire enough crap out, some of it will be good. Personally, I'd love pages of options for world design, provided the AI can handle it, but on a useabili
Maybe tie level of monsters to a non-gameable formula somehow? My idea: Spawn Level should be a function of habited map percentage (what % of the map is under influence), world population, techs researched , world difficulty and a random factor. Other factors could be added in expansions. This would be checked every x number of turns, and those messages would be given when the monster lvl increases.
[quote who="Derek Paxton" reply="25" id="2861520"] Quoting Werewindlefr, reply 24How much better than 1.1d will it be, AI-wise ? What can we expect ? It's the public version of 1.1d with resources tuned down a little and the higher level monsters disabled. When we got back from vacation this week we started testing Brad's patch, verified it was good for public consumption and decided to push it public (instead of waiting to include it with 1.2). [/quote]
[quote] Another fantastic game set in space is Space Rangers 2, available through Impulse. A great rollicking adventure with crazy quests, ship upgrades, tons of minigames (planet conquest RTS, text quests, old arcade style shooter). Single handedly the most fun I've ever made with a game. And the crazy translations along are worth the cheap price. [/quote] Don't expect a sale for a while. SD isn't really a big fan of putting their stuff on
[quote who="dopeydave" reply="146" id="2859398"]So no word on any new beta pre releases coming out , if so are they gonna be on this post for future refrence, just so i know if i gotta watch teh forum main page [/quote] 1.1 comes out tomorrow night supposedly, though it sounds like it's largely the AI fixes over the holidays+ maybe some other stuff.
I see Brad as more of a Frank Wren Braves type then doing the Sox/Yankees open checkbook. Getting Kael is like getting Dan Uggla for an overhyped though lovable modern Jose Oquendo and a disposable LOOGY.
[quote who="MattSan" reply="10" id="2861386"]Reported[/quote] Wrong board for that I think. ^_^
No multiplayer, but you get a better AI, and a very good game. I'd recommend it highly. Most of the people who have been really patient with Stardock were GalCiv 2 owners, and there's a damn good reason for that. Play a game of DL, then Twilight to see how much Stardock can improve.
This is a bad game mechanic problem, not an AI problem.
[quote who="Frogboy" reply="10" id="2859897"]The internal build was much better. Look at Beta 4 and compare it to the release. It just wasn't "better enough". In the future, the betas will go through the beta groups. There was way way way too much concern/worry that we were ruining the game for the beta testers so we tried to hold back as much as we could. Bad idea.[/quote] Honestly, with Twilight- that policy might have made a bit of sense. Whe
I'd view that sort of DRM as acceptable for a primarily MP game (cause you gonna be online and authenticated to play anyways) but not offline.