Combat Speed: A unit's number of attacks should NOT be tied to how far it can walk. An archer can only shoot x arrows a turn. X doesn't change if he's walking, riding a horse, or riding a dogsled. The guys with the horses and dogsleds have more choice as to WHERE they can shoot those arrows than the guy with just his feet. WINNER. TAKE. ALL. I would prefer
Grimgravy
[quote who="Anomander" reply="74" id="2616899"] quoting postIn War Their soldiers don’t gain experience. Such a concept of thinking about individual soldiers is anathema to the Empire. As such, there is no such thing as a veteran Imperial soldier. However, they can train up special, powerful units (Guardians, Enforcers, and Sions). These powerful individuals will routinely demonstrate the inherent flaw in trying to train groups of soldiers to be more effective. Gr
Eliminating race distinctions would be disappoint me a great deal. If the only choices are none or lots, give me lots.
I would like to see both factions and races fleshed out more. Races are more important than factions to me. I like genetic diversity, not boring humans with different sob stories.
I too would like more stock races. But if having only two does away with silly race conversion on capture and allows unit mixing, I say go for it. More tools for the community to produce content seems like a better use of resources to me. That said, strager does have a point.
Quests don't seem to function consistently. I've had the rat quest work in some games, but in one game after killing them returning to the inn didn't trigger quest end. Others (rescue daughter, rescue knight) didn't provide a reward or even a notification after killing the bad guys.
I've had this happen several times, but not regularly. The tab itself is functional, even if the quests themselves aren't consistently functional.
After playing for a while, usually 5-10 minutes, the Interface main interface disapears. This seems to happen after visiting the tech (or related) screen. If this in just a minimal interface and there is a way to resore it, it isn't obvious to me. The little blue on white icon at the bottom still leads to the tech and stuff, but I can't build anything in the city. Here's a pic. <img style="float: left;" src="http://i417.photobucket.com/albums/pp257/s8smith2/Ele
I have some problems with the "Rat" quest. It's cliche and more than a little silly. Large numbers of rats don't just appear (without magical help maybe). A major rat infestation in one of your city's buildings should indicate a significant problem not a chance for quick cash. Furthermore the idiot who let it happen should be replaced not helped. Now if one solution is to buy 10 coppers worth of cats and let them clean up the mess without stooping to killing rode
The city in Thief: the dark project was very nicely done. Granted, you never get to see the whole of it, but it was something to experience. The haunted walled off section especially. The place seemed properly immense, gritty, and alive. That is a game I would like to get working properly again!
I've seen the same thing.
"There is also no longer “fire” or “frost” damage but instead simply Arcane damage and Arcane resistance." I don't like it. No elemental damage in Elemental seems mental to me.
· Stubborn. Is more likely to not escape from a battle that goes badly. Emphasis mine. I was under the impression that death = game over. This trait would seem to make death and game over more likely. This doesn't seem like much of a drawback. Game over leads to a re-load where escaping from a battle that goes badly lets the game go on with loss of troops and what not. A drawback trait that leads directly to re-loads if
A way to diferentiate between wasteland, life endowed land, and death endowed land would be handy.
This happened to me too (sovereign with the +20 health ring). I unequiped it and couldn't get it back on. On that note, an inventory screen for the sovereign and heroes, if not troops, would be great.