A release next week would be great. And maybe even an update on what's planned on being changed. Like Tasunke mentioned, it'd be great to know what to give feedback on (and what not to).
Lord Reliant
We need the ability to place our units on the battlefield prior to the battle starting. Otherwise, our units are placed in ways we can't adjust for our strategy. Kinda takes the tactics out of tactical combat!
So, can the AI tell when a lair has treasure and when it has nothing? Us puny humans have to take a risk since not all lairs give treasure. Wouldn't be fair if the AI could tell be we couldn't! [e digicons]X([/e]
Can you expand on your first point? Is this an animation issue primarily? I like the concept of a destroyed outpost requiring an increased cost to rebuild. Glad to hear another vote that the UI needs a lot more polish. In addition to helping a person actually play the game well, it one item you see the most often and determines the sense of "this game is cool/well developed". Not there yet, though continues to get better.
It's there for me. Does it show up if you start a new game? Is that area just blank or filled with something? What happens if you click on the Tech Tree and then go to the Ledger? Does that work?
Bonuses to initiative should be a rare thing. Daggers shouldn't give a bonus (even though they are faster than other weapons to use when fighting). How about bonuses to Accuracy (easier to wield) and/or Dodge (not heavy, so easier to jump past a blow)?
I really like the idea of the Warfare branch including some magic and civics. I have a hard time wanting to invest much in Warfare when Magic and Civics are seemingly more useful/interesting. Throw in some buildings, cool magic implementations, and strategic choices, and Warfare starts being a lot more fun than club -> sword -> horse , etc.
I'm not sure if this is a path-finding problem or a display bug. Pathing is having issues, so it could be that.
I ran into this problem a couple days ago. My unit was near the foot of a mountain, and I told it to go north about 3-4 squares also near the mountain. Instead of going up 3-4 squares, it tried to go south, all the way around it. Seems like a problem when I'm at the "normal" zoom level, but not as much of an issue when zoomed out further (and maybe in). Anyone else still seeing this?
Yeah, it's pretty obvious they're listening to feedback and have a good grasp on what needs to be improved, which is great to hear/see. If I wasn't seeing that, I wouldn't bother to spend time in the forums posting. They're doing some great work here.
...is way sweet! Good job. That is all.
[quote who="Frogboy" reply="107" id="3093169"]They're units in the game. In my game anyway. God knows what's in beta 2. That's like, 3 weeks ago.[/quote] Now you're just taunting us! I voted Good, but it's still got a long way to go. Polishing, magic enhancements, UI work, bug fixes, and balancing. The core's there, but some components need some lovin' (or maybe hatin' in a good way).
Now I'm intrigued. How were they fixed?
Rather than putting in some new stat/mechanic, how about using Spell Mastery for determining spell casting time? What is it that Spell Mastery does currently, again? That would give more power to increasing this stat as well as Intelligence. It would also encourage selecting stats that boost Spell Mastery.
Good detective work, guys!
Too bad this wasn't fixed in .86. At least the list is still here that probably took DexCisco a long time to compile. Hopefully a Stardockian finds time to fix them in the near future. It's great having lots of flavor text, but having it misspelled really detracts from the game's atomosphere.
To be a good at spell casting, I shouldn't need to focus my caster on getting high initiative! That's not an intuitive game mechanic. :(
The problem with encumbrance as the only mechanic for penalties with armor is that it's too reliant on strength. If you have high Strength, you get good armor, avoid penalties with encumbrance, and get better attacks. Too much for one attribute, which was definitely the case with Strength prior to .85. The problem with things now that while I understand that it's silly that you can wear plate and compensate for it by equipping a dagger. Encumbrance should reduce movement, init
I was confused by this, too. So caravans exist, you just can't build them? Interesting. I like the concept here, but I'm not sure how well that will actually play out...
I posted about this same issue: https://forums.elementalgame.com/416432 Looks like I'm not alone in thinking that the way Experience is displayed is too subtle. I think one issue is that the crown used to represent experience isn't given much prominence in other areas. For instance, if a unit gains experience in a quest, does it show that icon? Also, can anyone confirm if highlighting the crown icon says that it'
I think the reason some spells were given higher casting times was to allow counters. But like you said, by the time you actually get to cast, the benefit/effect is lost. As another idea/mechanic, they could consider allowing spells to be distributed when the cast is attacked. Seems like a reasonable mechanic to throw in there even independent of the casting time. That way some lower level/faster spells could be more valuable if you have to be concerned about not being able to cast a
Last I heard roads would be auto generated between outposts and other cities. Haven't seen it yet in my game I'm still working through. The issue you've identified definitely seems like a bug since nothing is nearby to trigger that behavior.
Perhaps not, but doesn't hurt to ask. It's not uncommon for armies to start with bows and switch to a melee weapon when in close quarters. This is already done with throwing knives. You just choose it as a special/different attack.
I could see it causing some opportunities for cheese, but since it would cost a round (or maybe two) to do it, it would be a cost. It's not the most realistic concept (Could you wait mister rat while I pull out my other weapon?), but right now you often need special builds/weapons/armor to take on specific enemies. I would assume the AI could be able to do the same, assuming they have multiple weapons/armor/etc.
[quote who="Frogboy" reply="50" id="3091736"]I didn't vote (since I'm the lead coder of said game). I think many of you would agree that bringing on Kael to design and lead Fallen Enchantress and bringing the Galactic Civilizations team back together to code it has made a major impact here. That said, I'd say that game is still months from being ready for general availability: Crashes. We need crash reports because we're getting to