HMMMM!! Elemental NEWS = GOOD NEWS!!!! Hope to see it, and I'll bet the press will like what they will see!
katabroc
Hi Devs0 I´ve got a couple questions. What´s the size of this alpha version? How long did it take to download it? Will there be peer-to-peer download for testers, or server side only? Even though is a pretty pretty pretty much unfinished version of the game, I can´t deny I´ve got really excited, wondering how the end product will be! Cheers, Kata
[quote who="Istari" reply="9" id="2327148"]As Brad would say, Stardock betas are explicitly designed NOT to be fun in order to ensure the final release IS fun for the beta testers. The alpha will be more like torture. [/quote] LOL I was wondering. The 100 chosen ones are goin to have their names on the game credits? Something like "Guinea pig testers : lalala, lalala, lalala"
Do you guys think Stardock will tell us how they chose that few 100 people? There´s a simple way to detect people who are under the NDA. You just ask then if they are! If they dont answer, you can be sure the NDA is under effect! =) Cheers, Katabroc
Good luck for us all!!! =)
Elemental ideas by itself are innovative and intelligent. I dont see why the beta/gamma should be different. I´d rather wait and help more time during betas/gammas than getting a game that could have more polish/depth from the community. Since everyone voted for it, I hope Stardock keep that in mind and go on with this unsual/interesting move. Cheers Kata
Wouldnt it be easier to have pierce/bludgeon/slash/magic for weapon types and light/medium/heavy/arcane for armor types? You can make a "scissor-paper-stone" type of combination with those and could even have a morning star doing 70% of bludgeon and 30% of piercing damage. Then you can have slashing doing 60% damage on heavy armor, while pierce would do 90% and bludgeon 110%. Something like that would be good and would simplify things while still making them interesting/important during
One of the most important things on programming is logic. Once you have learn how to structure toughts logically on your mind, it´s easier to learn/do programming stuff. Python has an easy to learn syntax, and there are tons of e-learning books on the net. Good luck!
\o/ It´s such a relief knowing they will charge when the beta is released. I was afraid of getting it charged on february/2010, and the dolar could be hiting the orbit at that time making the game cost too much...
Hmm... I´ve been wondering how long will take BoogieBac to get into office. =) @Scoutdog : I have an example for you to understand why it´s not possible to do what you want. Imagine yourself on a rocket, going out of the planet. As you accelerate through the orbit, you start seeing things down here on Earth everytime smaller, first buildings, cars, then you see cities boundaries and then you see only small dots that you believe it´s a country or someth
Woot, september is not that far! =) I liked the idea of populous, I remember destroying cities by creating hills or holes on the scenario. That will be an interesting feature, this can make lots of strategies, like creating a mountain to stop or slow armies, and stuff like that. Anyway, I loved the screenshots, and the expectation is growing higher with each update. I do like the idea of releasing the alpha/beta soon, that way we can have more time helpin
I think that seeing people playing, their strategies and stuff, it´s already a lot of information for Frogboy. If you know what are the best strategies people use, you can make scripts for the AI to act in the same way. Of course it´s not a simple task, but since it´s already being developed with this tought on mind, surely things will go smooth. This A.I vs A.I. reminds me of robots fight on those science fairs =)
Will there be a closed forum for alpha/beta testers? Since there´s no NDA, I´m wondering how the community will talk to the dev team.
[quote who="Darkodinplus" reply="7" id="2252968"]I can see holding off on specific levels of essence since we don't know the scale but we do know a few things about essence. 1. Is important to the channeler for imbuing objects / entities 2. Is used in some spells 3. Determines the Channeler's power level when used in conjunction with other potential stats. 4. Doesn't serve the same purpose as mana. 5. Is expected t
HOMM5 had multiplayer implemented on a patch after the game was shipped. This is no big issue as long as the dev team have time to work on both sides, one at a time. =)
[quote who="Denryu" reply="20" id="2246380"]I came here looking for MoM 2, I have hopes for much more now.[/quote] Same =) And surely this will be better than MOM Cheers
[quote who="Luckmann" reply="13" id="2245157"] Quoting landisaurus, reply 12I was wondering that when I was reading the "how do you rank in the community" thread. Just because he used to be very common, but not as much recently. (he was missing from a lot of the "top 24" lists, and I thought "huh, if this had been 3 months ago I bet he'd be on there")Yeah, but now we have all these new guys cramping our style. Quoting Scoutdog, reply 10Remember: You will gro
[quote who="pigeonpigeon" reply="17" id="2244357"]I would also like the ability to re-fight an auto battle in tactical mode - even if you win. So many times I have pressed auto-combat when I outnumber my opponent 5:1 and have better quality troops to boot - and then I get the results screen and the AI lost as many of my own troops as my opponent's. Those are actually one of the reasons why I often fight even the most trivial battles, because I don't trust the AI to be competent. With a featur
Yeah, having spells to keep up with mines is a very nice thing! And if essence is limited, and those spells cost essence, you would have to choose between using essence for fighting or for expanding resources. I'm an IT analist and thinking about the programming part of this game, it drives me nuts! There community have some really good ideas, and implementing them will be a challenge. That's exciting and I can surely congratulate the dev team for working on it. =)
Upgraded roads have another interesting strategical aspect, like enemies could follow those roads, since they would always link key locations on the map. I do like the idea of roads as an important role on strategy. And that will depend on how resources are goin to be managed. If resources are goin to be global, without need of transportation, there's little to do with roads besides troop movement.
[quote who="Wintersong" reply="20" id="2244308"] Quoting Scoutdog, reply 19Well, I'm still not entirely sure if I WANT to be on the alpha and betas: GC1 was my first ever strategy game, and I only dug it out of my basement about a year ago..... I actually don't know how it got there, I certainly didn't buy it, and both my parents hate computer games and computers in general..... A new fresh view point is always as welcome as a more seasoned one. And beta is like... for everyone who
If the alpha release is under NDA, people who were selected will at least be able to say "I was selected"?
EDIT : Double post, sorry! [e digicons]:|[/e]
[quote who="Luckmann" reply="13" id="2244101"] Quoting Scoutdog, reply 10Yeah, and it actually sparked a bit of contention with the MP crowd...I can't wait to name everything that's under my rule something that has to do with bears. Bear Ridge. Meadow of the Ursaris. Shrine of the Bear-King. [/quote] LOL -------- Besides all the functional stuff that they will
Good job Denryu, keep doing it. This kind of action surely helps enlightening the community and makes us all think more about game concepts. And let's hope the devs have a tought about it too =)