Hi mate! Get some Dragon Age, Machinarium, or Left for dead 2 and don't worry - there isn't much to miss now. I can't speak for others, but after all the last builds, I just played a day, or two and that's all. As it is now, the game is quite boring, unstable and incoherent. I remember Frogboy (I think it was him) saying that the beta will open very soon (Christmas?).
red1939
It's nice that we will be able to to actually see the power of enemy (our) forces. While encountering 30 Phoenixes in HoMM5 would give me shivers, seeing 100s of fallen marching towards me, would be so much cooler :).
So will the income system finally work? :)
In terms of amount of attributes, used to describe a unit, we can distinguish 3 approaches: "Why there were so few attributes in Dominions 3?" Sweet spot Console game In other words - if someone doesn't like my group naming - we can choose among 2 extremes and 1 optimum. In the beta (version 0.255 and lower), it's clearly noticeable, that the game is leaning towards "Console approach". Many players send their feedback regarding the lack
Frogboy mentioned that due to poor support of Python 3.x in Visual C++ (one of many flaws, I can assure you), engine will work (ie. C++ will be exposed to Python) with Python 2.x. Will the game switch to Py3.x when the Visual reaches some maturity level?
I've duplicated my sovereign too, but can't provide such detailed info :P.
Would like to, but so many things to do IRL, sadly...
I don't think it's the way you think it is, as it was already explained by Scorpiana. What I've been thinking now about, is how will the game show up all techs available to you? If you for example skipped a few techs, and will be able to choose one from 20, will we just get a looong list, and then a loong list from which we can choose (after the breakthrough)?
I have a question about the dev. sys.: when we reach the breakthrough, is the chance calculated for every tech present in the list? In other words: 1. I reach a breakthrough. 2. I have 5 techs in the list: 2 red, 1 yellow, 2 green. 3. The chance of getting red/yellow/green is 30%/50%/100%. 4. Is there any limit, of how many techs I will have a choice to choose from? If the system calculated that I can research 3 techs (choose one of those), will it roll for the
Most of the worthy games were already mentioned, so I will bring to your attention a game that is maybe not that VERY hardcore, and by many treated as a fail game, the Star Wars: Rebellion ! Apart from it's dated graphics and a few little issues, this is the only game that feels like controlling an Empire/Rebels, with all of awesome crafts, troops & heroes. Just check it out.
How many MMORPGs have to fail before companies understand that some well-known game worlds aren't the only things needed? The chase for cash (ie. constant flow of money) blinds all companies looking jealously at Blizzard. Just ask yourself a question: how many full-fledged MMOs (so forget about some asian farm-your-a$$-off, in-game stores, etc.) succeeded, apart from WoW? (I am not implying that WoW is good, as it's constantly proving to be a game that lacks certain hardcoreness, even with th
[quote who="Tasunke" reply="28" id="2430509"]okay ... then I will be happy to reject this idea IF!!! there will be the occasional tribe of lizardmen hidden in a cave of some-sort (same goes for centaurs and minotaurs) .... and occasionally a small pack of isolated wyverns living in a secluded valley ... to either kill or capture and tame. (perhaps some treasures nearby)(...)[/quote] This is a completely different story. A Spore-like creator, while very cool, doesn't provide that much
[quote who="pigeonpigeon"]This is perhaps the most ridiculous paragraph I've ever seen on these forums.[/quote] When I read it, I had a strong feeling that it's simply a sarcasm... Oh well, I simply disregarded it. No need to comment on something that ... stupid. No hard feelings Raven. [quote who="CaesarGhost"]so I like to Micromanage... this game isn't for me?[/quote] You forgot about one important thing: the game will be extensively moddable. You prob
After the last patch I've noticed that when you build a building (select it and click on a tile to build), in the building list you can see buildings that you are unable to build! It happens all the time. P.S. When I gather more info on that (ie. why it happens, from where are those buildings, etc.), I will surely report it here.
What I find funny is that the expenses/incomes fluctuate all the time. It's like +10, -5, +18, -4, etc. There's no rime or reason.
[quote who="Sorael" reply="42" id="2429434"]Here's what I see as the key elements from those games. (...) X-Com - I know this is blasphme, but I never liked X-Com. (...) [/quote] X-Com: Hard, very interesting, random generated, meaningful tactical battles Difficult management of budget (there were a few exploits how to obtain tons of $$$, but we forget about them) Interesting & meaningful techs Awesome fe
What's much more important, for me, is the lack of special abilities/skills ! Screw INT, WIS, CHA, PENSIZ, whatever. If we create too many attributes, the balancing will be a horror, not to mention the hardships with selecting proper units. So here's my proposal: ATK Attack defines the unit's ability to deal damage. Let's take a phantom guardian. He is very fast (in terms of attack speed), and he's attack can be blocked (by any ordinary mea
If you have one-time influx of a resource (unicorn hors, for example), you basically have to switch to a storage system, or semi-storage system, where the ordinary resources would be described as per turn influx, and ultra rares would have to be stored. While this is some resolution, I don't like mixing systems - it can cause more problems (especially with balance), than it's worth. I would propose some other solution for the random resources, or resources that shouldn't be just extra
Yup, diminishing returns seems the only way for me know.
DP...
[quote who="Raven X" reply="19" id="2429459"] Not necessarily. It could be done quite easily with a Spore type interface.[/quote] I think it's much better if they just give us tools (broad sense) to change/add attributes of units, so that we can make whatever Bearboar we want; and include any fancy Blender graphics too! +1 For the OP :D.
I don't like the infinite techs. They doesn't seem to bring anything meaningful to the table. It's like +1% to attack, +1% to attack... Situational techs/random techs are very nice ideas and I'm waiting for some details (from the devs). One thing I would like to ask (I mentioned it in the tech-tree UI thread, and I hope it has been read), is NOT to make too many techs. Please, no more GalCiv2. And I am not talking about the lack of diversity (sure, it was somewhat changed in expansion
Crush 'em into some crystals or sell them. Clean and simple.
I vote YES for the illusion magic. It's so rarely exploited part of magic, that many people (including me) just forget about it. Who needs a "Mirror image", when you can just throw a good ol' fireball? We know that this game isn't called Elemental without a reason - there will be four major elements present in the game, manifested as spell groups. Because of that, illusions couldn't be made as a separate group, thus the only way to include them into the game would be to spread them among Fire
The title says all. While I understand why rummage system is good, and how it helps a player train his units and manage the resources (basically he doesn't have to think about them), but giving an advantage of elite resources to every player is in my opinion a bad decision. Sure, let the iron, copper, mana crystals, woods etc. be available in the rummage system (in greater or smaller amounts), but for god sake - please don't allow EVERY resource to be obtainable this way. It was said