Scorpiana

Scorpiana

Joined Member # 2377048
7 Posts 262 Replies 211 Reputation

[quote who="Raven X" reply="263" id="2351785"]I'm in, though I haven't been down to Gamestop to get my pre-order yet. I have the money in hand, just haven't been well enough to get down to the store.[/quote] If you pre-order the game somewhere else than from Impulse, I don't think you'll be able to get into the beta...

352 Replies 1,942,073 Views

Just look at it this way, the sooner you pay for your order, the sooner you get to play / test the game. With the long beta's Stardock provides and the absense of DRM, they don't really have much choice I think. If they give everyone the ability to download the game without paying, and cancelling the pre-order whenever they like, you could download the game, play it from the start of beta and cancel the game just before the beta ends. That way, you have the latest (Hopefully very stab

39 Replies 133,794 Views

[quote]I agree with Scorpiana when he says that real life history shouldn't be a guideline to making this game.[/quote] Thanks you [e digicons]:grin:[/e] [quote]However, I do think that the male children should be the heirs, and that the females shouldn't be. I really really liked the Total War approach from Medieval II. That characters have a line of stats that could be improved/reduced through certain acts.[/quote] Well, I guess we'll just have to agree to disa

47 Replies 133,420 Views

[quote]I would prefer male and female children to not be identical to each other. It is a good opportunity to instil depth and variety into the game.[/quote] I never said that the male and female children should be identical to each other. I support the idea that the male children have a bigger chance to become a great warrior, and the females children have a more diplomatic function most of the time. But when you get a female child with high intelligence and magic ability, you should

47 Replies 133,420 Views

[quote]The soveriegn controlling the father of the child should get control of the child... TO BEGIN WITH.[/quote] I don't think it should always be the father of the child who would get control, there are enough fantasy settings with a maternal society and I'd like to be able to play like that. Allowing more choice for the player is almost always good. I think during the configuration of the faction you should be able to make some choices about this. Maternal / paternal socie

47 Replies 133,420 Views

[quote who="psychoravin" reply="21" id="2349884"]Keep the main game simple though so even a 10 year old will love it.[/quote] Just be carefull... If you make the game simple enough that even a 10 year old will love it, you might make the game so simple that ONLY a 10 year old will love it...

53 Replies 158,038 Views

I was wondering about the shield in the second and fourth images... I assume it's somehow related to the city we see in the image. With the info that family members of the channeler can be put in charge of cities, married off to get an alliance or improved relation with another channeler, I was wondering if the shield could be an indication for the leader off the city. I think it would be nice if heroes / family members would get an automatically generated shield assigned to them that

16 Replies 10,391 Views

I've been using Impulse on XP64 from just after the start. Besides some problems that a / some games didn't want to install on XP64 because it wasn't recognized / supported (which was solved pretty quickly) I haven't had any problem running impulse, ordering games and downloading / installing those games. So I can't really understand that tech support told you it doesn't work on XP64, as it does for me. Are you sure you've installed all the latest patches? If I remember correctly, .NE

14 Replies 10,942 Views

Taken... Some interesting questions there... I can understand the health reform question, I don't live in the US (and skipped the question) but from what I heared / read about it, there seems to be a lot of discussion about this. So I can see it would be nice to know the standpoint of the average person on this forum. I just feel sad I'm excluded from answering all question...

37 Replies 20,850 Views
Reply to Sea Dragons in WOM Ideas

[quote]I vote for something altogether more terrifying, more sinister, and generally more dastardly.[/quote] The Giant Frogboy? [e digicons]}:)[/e] [e digicons]}:)[/e] [e digicons]}:)[/e]

20 Replies 7,445 Views

[quote]One thing that just occurred to me is that we don't know when the names pop up on the map. What if you didn't learn the name of a map object until you explored it? You could find a tower, but you wouldn't know which tower until you get to the top. That prevents you from knowing what to expect by memory, but still allows for fun moments like, "That was the Tower of Time? Oh. Oh my."[/quote] On the other hand, knowing the name up front can also give some nice 'Oh shit' moments...

67 Replies 59,305 Views

[quote]I would say that it seems odd the monestary would require you to donate to get healed though. I mean it is under your control and you are the one who built it. [/quote] The way I (and I think NTJedi also) see these buildings isn't as things that you build, but random buildings that can appear on the map (think Civ-style goodie huts). In that context it might not be all that strange to make a donation to the monastery (or other buildings) to receive healing (or something else).<

10 Replies 7,212 Views

I'll add some more... - Ancient Library: Gives a temporary bonus to research, or a chance to find a new spellbook (If Elemental has them...) or spell. - Old Armory:Gives some weapons / armor with a small chance to find an artifact weapon or armor. After fighting the guardian offcourse... I'm just afraid that some people might try to save / reload the game until they get what they want from some of these buildings. Alchemist curses your weapon? Reload and try again... W

10 Replies 7,212 Views

[quote]I sure wish the Atari idiots had at least thought of some Be Our Second Cousin deal that would have let Stardock post the PDFs for the MoM manual & spell guide. It'd be great to be able to reference them with confidence that folks could follow a link or three if they didn't already have their own copies.[/quote] I don't know if I'm allowed to post this, but the manual for MoM is available here

57 Replies 24,662 Views
Reply to Diplomacy in War of Magic

[quote]There was something said around here at some point about a lengthy quest chain that could win the game if completed. I don't know if it was a suggestion or something that is actually going in, but it's been discussed before.[/quote] Well, it says so right on the first page of this website... [Quote]Victory can be yours through conquest, magical supremacy, diplomatic alliances or the completion of the master quest [/quote] So it's something that's

76 Replies 176,117 Views

[quote]Congrats on returning to boringville.[/quote] RP's idea is (I think) less boring than just a simple slider like the early GalCiv2 spy system, a system that isn't purely RNG based, has player interaction but not too much... It doesn't sound THAT bad to me...

107 Replies 60,092 Views

[quote]Mike The Farmer: "But milord, I don't want to be a spy. Can't we use sliders like our ancestors?" Sovereign: "D'oh!"[/quote] Naaaah... Mike The Farmer: "But milord, I don't want to be a spy. Can't we use sliders like our ancestors?" Sovereign: "Ok, I need one candidate to jump in this vulcano and check if the lava is still hot... Aaaah, Mike, you were just the person I was looking for... [e digicons]}:)[/e] "

11 Replies 13,141 Views
Reply to Diplomacy in War of Magic

[quote]If the AI has a chance to win without war, then by all means, let it go ahead and do that.[/quote] If you read what I wrote earlier... [quote]I would even say, if the AI proposed the alliance, and you two are the only ones left, the AI has won the game, not the player because the AI 'started' the diplomatic victory.[/quote] If something like this gets implemented, the AI can win without a war. If the player will like this is another question off course... <

76 Replies 176,117 Views

[quote]If this were my game, I would hire these guys to create a trailer for me: http://www.blur.com/ If it is half as good as the one they did for TOR then I'd consider it a great investment. Anyone that doubts that trailer raised word of mouth for TOR has blinders on.[/quote] An impressive trailer certainly helps raising attention to the game, but if hiring Blur would mean that half the games budget would go to a trailer, and doing a much less impres

104 Replies 309,888 Views

I'm another 'not really a fan' fan of Donaldson. The Thomas Convenant books are certainly original in the protagonist slot, but i get rather depressed reading those books. I read the first trilogy, and the first (or two) book of the second one, but I just couldn't go on. Still have the books on my shelf somewhere, but unless I really don't have anything else to read or reread, I won't go back to them. The other serie I read from Donaldson, Mordant's Need, I found much more enjoyable... It als

37 Replies 28,150 Views
Reply to Diplomacy in War of Magic

[quote]The other thing is, again, if you want it to be a simple "beat the human because he is more powerful (which he almost always will be) then you have a repetitive wargame that actually goes against a diplomatic model.[/quote] I agree with you that an AI that always tries to stab you in the back will make going for a diplomatic victory meaningless. But I do agree with Tridus and ChongLi that the AI should play to win. Just because an AI plays to win, and has a chance to st

76 Replies 176,117 Views

[quote]Each turn the spy is actively doing it's mission you add or remove 1 or more real turns remaining, A very bad roll adds many days, and good roll removes 2 or 3 days, most rolls remove 1. You then have a second roll, very high probabilty nothing, small chance to make a report (gives you some information collected, and reports how many days left till compleation[real # +/- some]), a small chance to increase susption (but the spy doesn't know that the've been detected). a slightly high

107 Replies 60,092 Views

Sounds good... Only thing I can think off is that the terrainmodifier might not always apply. I can imagine some powerfull creatures (an ancient dragon?) being able to detect everything in a certain range due to some magical ability even if the enemy unit is hidden by a forest, or on the other side of a mountain range. Offcourse, this ability might be part of the perception bonus you mentioned.

13 Replies 12,359 Views

Well, I've only tried that one example for now, and because of the results, I just thought to put a warning out. I didn't expect the language to have changed completly between those two versions (afterall, it's still the same language...) but it would suck pretty bad if you learned 2.6 and while modding you learned that everything you tried would generate errors... So, better safe than sorry I guess [e digicons]:grin:[/e]

23 Replies 97,881 Views