Well, to me you're a representative of Stardock. Probably the way things work in the GUI side of SD is different to the games side, so there's two kinds of forums conflicting here. The atmosphere feels more professional at the games side, and less communal. And I kind of like it that way. Oh well. I still hope the last post thing gets fixed if any of you have time. It should be pretty quick and I don't think a lot of people really use the current system. There are
LNQ
Hey, I just wanted to let you guys know about an issue that's pretty annoying, got some backing and then got shot down by a moderator basically saying "I don't care, lol". Forgive me to be irritated. I never said these forums are bad, I like it here a lot. How did this discussion even get there?
Screw you too.
So you're saying that you access the forums almost always via the way that I suggest the last post system would work , but still you say that maybe the way it works now is as intended and shouldn't be changed?
Bringing any dead champion back to life could require a sizeable offering. Enough materials / gold / population that making the sacrifice really stings. So much that if your kingdom is already on the ropes, there's no way that you could bring champions back, so they are essentially "dead for good". But if you have a strong enough kingdom, your champions are essentially immortal.
What about champions that hate each other, so that if some champion is allied to you, some other champions will refuse to join you.
In conquest of the new world (1996 pc game), you got points for being the first to discover new rivers and such. It was a lot of fun. I would be happy if Elemental had something like that.
I don't think the GBOR is dated at all. It is fine as it is, but I guess there are some things on DLC that could be added. One thing I might want to add is related to inconvenience of downloaded songs from Singstar (PS3): "Gamers should have the right to access and re-activate previously purchased downloadable content with ease." Also, a more general one related to DLC: "Gamers who buy a product advertised as a full game should receive a full game experience withou
[quote who="scifi1950" reply="31" id="3026212"] Forget MOM, I want this game! [/quote] http://playthisthing.com/fatherhood Go wild. [e digicons]:digichet:[/e]
I will put my Elemental lore knowledge to the test, but if I remember correctly, pre-cataclysm mana wasn't confined into the elemental crystals but flowed freely. What Frogboy meant, I guess, is that in the wild lands the mana flows somewhat more freely than in the rest of the world. The guardian/boss of each wild land defend the mana source whatever it takes, trying to hold on to the pre-cataclysm days. I could be wrong though. I was kind of hoping that there could be som
When you get a good starting position, it's fun to see how fast you can overrun the world. Also, when I get a very good starting position I try to not load as much as when I get a sub-optimal one.
Vaul, you're at fault here when you personally ask for the CEO to reply to your specific post. You're elevating yourself above the rest of the community, saying that your question deserves an answer more than others. Imagine if every one of us bumped our questions asking for a reply to whatever we want to know about FE. These forums would be a mess. To top it off, you didn't even accept a fellow forum member telling you what the answer is, you said that only an answer from
jpmcconnell, you don't need to calculate the movements of each threat. Just like Heavenfall said, you mark the squares that a monster can reach in the next turn as inaccessible; that's it. Just like a human player does, you actually CAN just find the shortest/least dangerous path assuming that the threats all stay in the same place. Each turn you re-calculate based on the new positions of the monsters. That's the way I do it when I play the game, so I think that's sufficient f
Here's an idea that would help the issue a little bit: make the settler unit a decent defensive unit that cannot attack or be grouped with anything else. Kind of like the mobile outposts in RTS games (command & conquer etc). Since a settler founds a whole town, it makes pretty good sense for it to have enough firepower to fight off a few bandits or the occasional beast, but not anything stronger like dragons or skags. It also makes sense for the settlers to not be able to pair up with
To me those ideas sound pretty weird and gimmicky. You shouldn't ever consider the saving/loading issue when creating AI. That's not part of the gameplay, that's just human cheating in the game. If winning / losing the game rests on whether or not your settler gets attacked by sheer chance, then that's a gameplay issue, not an AI one. Bottom line is, you should be able to move the settler to where you want to create your next city with relative ease after you h
I don't get why pioneer pathfinding is that CPU extensive either. Shouldn't it be quite simple to mark tiles that have a threat as no-go and then do a simple adjacency matrix power calculation weighted with movement costs for the shortest path without threats? In general you shouldn't move settlers by themselves that many tiles into the wild, so the matrices shouldn't grow that big before you need to have an escort and thus solving the problem. When I play Civ, I don&#
Maybe champions require a certain special building that they can claim as their own before they agree to join you? A castle, an ivory tower... If the champion dies it returns to whichever city has his building. Gradually you would be able to hire more champions up to a certain limit as you research new champion building types. Maybe you can only build a limited numbers each type of the champ buildings. Either any champion could stay in any type of champ building (and perhaps the build
Heroes of Might & Magic had the tavern system where defeated champions always fled the battle, and were able to be hired again from the tavern, fully leveled. If Heavenfall is right about the problem, maybe there could be a way to get champions back after defeat, for a cost? In general if losing champions is too costly, it's not going to be that fun playing when you win or lose solely on the grounds of whether you're able to keep your champs alive (and level them).
When a human player starts a quest, she can gather a lot of information from the name of the quest, the description etc to assess how difficult the quest is and if the reward would be really good or not. So it's only fair that the AI gets some difficulty/reward information about quests at the same time the human player reads the descriptions. Perhaps some AI personalities take more risks with quests, some take less. Also, I don't know how the quest system works but if
Frogboy, it makes no-one happy to see Paradox, Kerberos or Stardock stumble. We just aren't emotionally attached to the games you develop before they win us over. I don't envy your position, but I hope you know in your heart that most of us care about Stardock quite a lot.
This thread reminds me of something one man once said: "Nein nein nein!"
It's ok to feel bad when someone talks about chemo. Doesn't make you a moron. [e digicons]:digichet:[/e]
[quote who="Ahara" reply="32" id="3022236"]Didn't you hire this guy/girl to write flavour texts? It allready seems like it's paying off because I'm loving the writing on the first few pictures describing the statues and the wooden boxes.[/quote] I agree! I hope the scrollbar on the wooden boxes text will be removed though.
[quote who="Grizzyloins" reply="15" id="3022000"]Pic #4, bottom-middle, is this a winged/flyin creature?[/quote] To me it seems like a winged creature but its legs are on the ground. Wings doesn't mean flying necessarily.