That doesn't deny anything. Patcher never said he talked to valve in the first place. Patcher said "he heard." Meaning rumors. All Valve did was deny something that Patcher never claimed happened O_o. So basically, still within the realm of possibility.
Insanetitan
I got this issue when alt-tabbing (to paste a picture of a different bug no less).
Would anyone who's played evochron legends like to comment on it? Looks tempting but after star assault I'm a little wary.
[quote]I can't say anything to the feasability question, but NTJedi mentioned assassinations and possible flexibility for spell casting. I think just the idea of starting a battle with a 'do you want to continue' question is interesting. Plus I really hope to see Elemental outgrow GC2's tendency to make all battles complete slaughters for the loser. Historically, that's the exception and not the rule, and in game terms it really undermines the role-playing aspect of being Evil. If the good gu
YARG!!! I bought it last week for $20...should have waited [e digicons]XO[/e]
Anyone one know anything about P.U.R.E on impulse? Looks like it could be good, but I'm not really willing to spend $30 to find out :/
It seems it's also going to depend on map size. At first, I didn't know what the heck you guys were talking about. Then I remembered that not everyone plays on "huge" map sizes. Since on a large map, the changes of finding the enemy before they can build a resonably strong first town is slim to nil.
[quote who="Darkodinplus" reply="25" id="2244305"]Demigod's engine was based on an updated supcom engine. Now that engine has been further updated for supcom 2. It looks awesome and rather polished for such an early stage. I'm not so sure about the tech upgrades being purchased through research and battle though. Getting an upgrade through battle seems a bit suspicious to me. [/quote] You can actually do research through battle -OR- pay for it like you wo
Well, it's good to get your info on the go or if you need to use your eyes for something else. I personally don't bother with them, but I definately see the uses.
This again? Didn't we discuss this like 5 minutes ago? [e digicons]-_-[/e]
Supcom: FA anyone? Don't forget about the financial importance of an expansion pack. Yes, x-packs include things that could have been put into the original game, but at the same time, someone has to pay the help to put that content in. The extra money from x-packs let you do this.
Do we really need faces? Well, I guess for the channeler. But for everyone else? I personally like that my masses are faceless
[quote]If I'm remembering the long dev saga for MoO3 correctly, this sounds a lot like their abandoned effort at a command point system. I liked the idea in early, broadly conceptual terms, but have never gotten to play with anything that worked that way.[/quote] There's a game for the PS3 that uses command points called Valkyria Chronicles (very good game btw, if you like squad-based strategy). It still doesn't fix the problem of turn based movement (ie, first player who moves
The way I see it, it should be less about what races you have, and more about making each faction/race distinct and interesting. Having elves or whatever is really just a skin job in a world of magic anyway. In fact, I'd like to see the devs stear clear of the standard fantasy depictions for something more creative.
[quote who="NTJedi" reply="5" id="2063777"] Quoting GW Swicord, reply 3 I agree, but I'm surprised to find myself interested in the idea of disguising units if there is still a possibility of identifying them somehow. Of course we want methods of identifying the disguised/blurred units otherwise it'd be too powerful and become frustrating. Even with a few methods of identifying the disguised/blurred units it will still be powerful and useful. B
Hmmm, I'd like to mention the Civ method: Instant transport from one city to another city. The recieving city can only recieve one unit per turn. The unit being transported uses it's turn "during transit" so to speak. I like this because it's simple and provides a decent level of balance (unless you have a large grouping of cities near each other). In addition though, it would be nice to have some one teleportation spells for your channeler. And of course,
[quote]it's ironic that humans think that they are so above other mammels that act on instinct. [/quote] Actually, we ARE above other mammals simply because we CAN debate our morality. You can say sentience/intelligence is just another tool in the war called survival of the fittest, but you can't deny that it's probably the best tool that currently exists.
[quote who="LDiCesare" reply="16" id="2132819"] 1) Always Auto Resolve first. However, whenever I lose, start the Tactical Combat. This is a great idea. :b:[/quote] Doesn't this amount to "all battles are tactical" if in multiplayer.
I'd just like to point out, that even if it's fantasy, it still has to make some sort of sense. Why would destroying a wall have a different spell cost than building it? Especially if it's the same spell just being used differently.
I don't see why this can't be an option for more evil rulers. It's no way to make steady income (or else you WILL drive your citizens away), but it's not a bad idea for a quick boost of income now and then. Not to mention it could prove to be a uniting factor in some cases. Think about it: a mysterious crime spree sweeps through a city. The sovereign acts quickly to contain the situation and stomp out crime. Not only did you make some cash ripping o
*facepalm* Look, design the game for save/continue gameplay, but give a save/load option, and give the hardcore ppl their "hardcore mode" checkbox that limits the option menu to "save and exit" (ie, "load" and "save" options are greyed out) and be done with it. This topic is utterly ridiculous. I personally agree with the save/load camp, but I don't see the problem of giving the hardcore people their psycological trigger.
Grinding I think you started out on the right track at least. Some of those aspects that you mention may be bad game mechanics, but it's no necessarily "grinding".
[quote who="Vicente" reply="5" id="2129052"]Impressive Although the most interesting thing for me was the Impulse Builder thing in the last part, I'm really waiting to see how that works in the future.[/quote] Hmm, my only worry with the impulse builder is that I'll have to sift through 500 pounds of crap to find one ounce of gold.
.....So the arguement is "it's not as fun since all the races look human regardless of other differentiating factors"? Seriously??
[quote who="ubernaught" reply="23" id="2119815"] pretty much anything in the name of multiplayer 'balance' could seriously disappoint. Aye, in the hands of the competitive RTS gamer, that word 'balance' can become a fearsome mace. Especially in the cold, turn-based netherworld of the developers forum, where it deals +1 pride damage to all opposing win/loss ratios.[/quote] Don't mock balance just because you don't understand it's importance. Even if your