yeah it was fun. i think its going to be a really good mulitplayer game. prob more so with friends as oppose to competitive gaming.
Stmorpheus
i actually like the resource scarcity. before it was just to easy to get a bunch of stuff. you should be out there fighting for them.
yeah i like it, BUT i don't think that you should be able to buy stuff from your enemy, UNLESS the champ has a special trait called smuggler. this way you can slip in with him and smuggle your enemies stuff out!
[quote who="Kalin" reply="27" id="2775830"]Organize should have just been changed to +1 move for all units. That way it can't be abused with a MrT Sovereign. Still, removing this effect has pretty much made the +movement rings/amu completely useless. Unless you plan to shell out some 2-3k Gildar for 1 movement in an all hero army. Even then, it's better to use mounts.[/quote] this ^
well i have played my first multiplayer game with a friend 1vs1 and we had a pretty good time. there were a few things though that i would like some feedback on from other people, and the devs. first is the autoresolve issue. my friend attacked me in my base with his sov. he was expecting to zap my army with chain lightning which is a AOE spell. since he was attacker he went first. well, apparently it hit only a single unit.&
don't get me wrong, i am not saying that everything is perfect. there are still some problems that need addressing. i am just saying that the gold mines are suppose to be your main source of income. that needs more balancing. i think mainly what needs to be done, is an overall look at: cost vs gold production vs early/mid/late game. basically ab
hmm i understand why they did the food for gold. but i think it could be implemented a bit different.
i think what we have here is a bunch of people that got used to a mechanic/exploit and now its gone they are not happy. if the CTRL + M cheat still works, thats a way to get all the money you want fast. its pretty simple to me, if you want more gold, then explore a bit and find MORE gold mines. also, if your neighbor has a gold mine, then fight him and take his. this is what the game intends for you to do, not supply your entire em
[quote who="thisisretarded" reply="27" id="2774916"] Quoting SirFlak, reply 18Yes they made the monsters worth less but they made it very likely you'd have a gold mine right next to your start area so I feel like that balances fine. 5 gilder per turn balances out the loss of hundreds per turn? how? i know the nice stardock person said monster farming was never meant to fuel an economy...but then what IS supposed to fuel the economy? and what is the point of even h
i like everything i see here, i can't wait!
[quote who="Robbie.Price" reply="9" id="2773320"]Ideally the system wouldn't favour good or evil, since the game is not so much about Good and Evil as it is about one way of viewing the world and another way of viewing the world. Survival of the fittest(individual), vs, survival of the individuals by the survival of the whole. In the empires each person is their own they must defend themselves, dog eat dog. In the kingdoms success is about banding toge
as of right now, i have no idea what is being considered for multiplayer. there has been some debate as to the importance of multiplayer to this game. my line of thinking isn't one of whether people are interested in it, but in how can we get people interested in it. because if the game has an excellent multiplayer component then i think it will form its own community, and create the interest itself. this is my idea of i
i like scaling, alot. i especially like infinite scaling, where there is no end. as long as the scaling is balanced, and i am sure thats a hard thing to accomplish.
question. is it possible to make the tactical tile that the units sits on bigger. like have 50 guys(single unit) spaced evenly apart taking up the same space that 2 units now would? if that were possible i would be fine with that. maybe if they had tiles that changed size based on how many units were in them.
UI idea: how about you left click on your unit then right click the enemy and a menu appears with each action that can be accomplished. in that same menu the actions that can be completed will be highlighted, the other actions that cannot(due perhaps to the inability to move there AND do the action), be grayed out. also it shows potential damage or chance of success of each choice. <span
what is asked for in that picture would be chaos. how can you tell whats going on? let me pose this question to everybody that wants this. how would you implement it? how would you make it fun?
not possible with the current tile system. you would need atleast 50 guys per tile. that would look weird. i don't care that it looks like that. i actually like the current system much better. i think its a bit premature to go wanting the game like that, and not seeing what we have at 1.1.
i think at its base the combat should be set up with att vs soak : mean attack hits, units soaks up some damage(based on armor and whatnot) and the rest passes through. att vs miss(better chance with higher combat speed): mean attack completely misses. damage rules: modifiers, modifiers, modifiers. look at d20
this doesn't really bother me. sure i let a few auto designs get created and then in a few seconds delete them. it rarely happens to me anyways. maybe every 20 turns or so.
yes i agree. not to mention you can see whats going on in an enemy city under fog of war. this should be fixed.
i think there can be alot of strategy that goes along with global resources. i like it, but not because it reduces micro. i actually like both systems. the only problems with t e current system is a lack of balance . resources are everywhere in whats suppose to be a dying world. the only rare resources are the shards. there is nothing to fight over. i think what we need is a hybrid
i have never used that software before, but i have used a program called Hamachi that works real well if you decide to consider a different solution.
actually i think it would add an amazing amount of depth if every quest had a good or evil response that would change your alignment slider one way or the other. say have an alignment slider that goes from -100% to +100% . you start the game at 0 and after each quest you choose the response. usually an evil response will net you better stuff or more money. and a good response nets you less, but may
i am one of these people that believe that the factions we have now is fine, and that we don't need more races. but like others have said there needs to be more distinction. think in multiplayer, why does a player choose a faction? either A: they really like the style or B: their unique abilities most allow for the strategy they want to employ. there should be some factions that are good turtlers
they use havok for their cloth physics.