Winnihym

Winnihym

Joined Member # 2413186
101 Posts 370 Replies 19,920 Reputation

My preference would be for a MOM style calculation, with action points calculating the number of attacks available to a unit or unit set. Attack strength was the number of 30% chances to hit. Attack 9 meant 9 such chances. A 4 unit stack would have 4 x 9 such chances. Damage would be a rating that would be the damage per hit. A 4 person squad with attack 5 training (note: training defines attack strength, weapon class defines damage) and shortswords doing 3 d

140 Replies 327,379 Views

[quote who="alborrelli" reply="3" id="2770051"]In the end, city spam happens to control resources.. so make controlling of resources possible through something other than cities.[/quote] That is a great idea. It also goes to something that is near and dear to my heart; that of cities being necessary to win. I've always been a fan of the "going Gandalf" route of victory being just as valid as building an army a la traditional 4X games. A spell that locks a res

145 Replies 84,515 Views

They already have a capability like this in game, combat speed. Heavy armors drop combat speed, certain weapons increase it (as do spells). Having the order of combat per unit (not per side), based on remaining action points, seems like something that would use their current toolset (since I think action points is supposed to be influenced by combat speed), but remove some of the attacker advantage. I have 2 units facing each other; a unit with a dagger (+0.25 CS), t

15 Replies 17,540 Views

Fair enough, Nick. I'll tell you what. I'll accede to probably being a little acrimonious about the "eager to play your mod" bit. While I agree that identifying and accepting issues is part of the problem solving process, there's a wide gap between Stardock (and Frogboy personally) saying they understand that the game has problems; and on the other hand forcing them, though repeated posts, to see that people warned them about releasing too early and

173 Replies 596,808 Views

Hunh. Mistwraithe, I can't think of any reason for you to dig this up from 2 months ago that doesn't begin with "neener, neener". It's not helpful at all. It implies you knew better than the industry veterans, and they just didn't listen to you. If that's the case, I'm eager to play your mod. When do you think you'll be releasing it?

173 Replies 596,808 Views

I'd actually be more in favor of a higher base and a smaller random number. Base attack of like 10+1d4, rather than 2+3d4. Probabiliity to hit is a separate matter, and should be calculated with a separate stat. A dagger should have a high attack (high probability to hit) with a low damage. They ought to be 2 separate numbers, not rolled into a single attack value.

130 Replies 3,365,710 Views

Combat Speed should determine who goes first in tactical combat, not who attacked. Work your way down from highest combat speed to lowest combat speed, instead of "all attackers first, then all defenders". Don't let us switch units in tactical combat; force us to use the unit who's turn it is. As movement points are used, the number of MP drops, and the unit with the next highest MP availability moves until they drop below some other unit, and so on, until all moves are spen

0 Replies 2,643 Views

Hey Devs, Had a CTD with a Windows Error message of application unexpectedly closed. I was moving a combined stack of 2 companies of knights with several heroes in the stack, all with summoned units. I was okay as I combined the stacks (each of which had a combat rating above 500), but when I tried to move it, I got the crash. Here's the dmp: http://www.4shared.com/file/9Ocd9

0 Replies 840 Views

Congratulations on getting a great game engine and a great game out; you guys did fantastic work. Looking forward to the journey ahead, and seeing what the community comes up with as the engine and gameplay grows. I'm happy to hear you all are taking a break; I can't imagine anyone else who needs one more. Winni

118 Replies 357,568 Views

Tried this with AA off, also tried it as a lighting issue, I'm still seeing it. Debug.err below: DebugMessage: Version 1.00 last updated on: Tue Aug 17 17:37:07 2010 DebugMessage: Entering WinMain DebugMessage: ******* Starting Game Shell ******* DebugMessage: *********DXDiag info follows.********* System Info Time: 8/23/2010, 20:32:50 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: CHRIS Operating Sy

21 Replies 17,264 Views

Hey, Devs, Since game release is imminent, putting issues here for all to see is probably no longer appropriate, but I have some things I think you guys should see regarding gameplay. Any way to quietly, discreetly get information to you guys at this point? Winni

4 Replies 2,054 Views

This is something I'd actually like to take a stab at, though I don't have any real experience with it. Part of my work is doing a lot of Solidworks and Pro-E model development, so I'm familiar with 3d rendering, but just not for this type of work. What program would be a good one for me to pick up to start this kind of work? Also, is there someplace I could go to read how to skin models once they're built? (Skinning isn't something we do a lot of in my line of work).<

125 Replies 424,159 Views

For my money, I'd like to be able to connect any two points on the map with a simple point and click. No builder units, but the cost of the road, when laid out, comes in turns, gold and materials, (eventually, of course, clay and stone). Animations of little workers doing that job is fine, as long as I don't have to manage them. Once done, you click on the road to upgrade it (dirt to tile, tile to stone, stone to magical stone (uses crystals), all with increasing costs of ti

287 Replies 654,589 Views

It's not for us to decide release dates. We're beta testers, and that's where our responsibilities (and our input) ends. Telling the devs what to do with their product when we aren't privy to what they have is probably not the wisest of choices. The devs are professionals, they understand the community, the market, and their competition better than any of us do. I doubt they'd go through the long days and nights that they have to now to release an inferior product that

9 Replies 4,483 Views

Dearly beloved, We are gathered here today to pay our last, loving respects to Frogboy's style and taste. *sniffle* *lays a flower by FB's iPod* "I pray thee peace, I will be flesh and blood; For there was never yet philosopher that could endure the toothache patiently, however they have writ the style of gods, and made a push at chance and sufferance."

83 Replies 264,303 Views

Aww, okay, I understand. Sorry we couldn't catch up as well; maybe work will take me that way again someday. Good luck! @cauldyth, You know, Shodan could have taken a few lessons from GLaDOS... :D

3 Replies 1,797 Views

Froggy and friends, So, as it happens, I'll be in Ann Arbor on the 9th for a dissertation defense for a student I've been supporting. My flight back home isn't until mid afternoon on Tuesday. So, I thought I'd offer up some cheeering/rah rah for my favorite independent developer as a way to say thank you for a wonderful beta process. I could either: A) Bring donuts/bagels/breakfast snackies of your choice on Tuesday morning for the team B

3 Replies 1,797 Views

Great, great build in 0.91. Stability, speed, graphics all much improved, well done! It would be nice to reorder queues, both construction and spell research. The intuitive thing would be to pick up a queue medallion and move it in front of or after another medallion in the queue. I found myself wanting to change the order of builds as new lands were unveiled, and right now, the only way to do that is to cancel and reorder, but you lose your investment. That ma

1 Replies 2,906 Views

This one popped as I was moving the soveriegn's party. A caravan may have just completed it's first trip, too, IIRC, on this turn. Didn't hit the EOT button this time, but I think the moves were all completed for the turn. Got the "This program has closed unexpectedly" windows popup (a different type of crash to desktop, I guess). Debug and dmp file below. http://www.4shared.com/

0 Replies 189 Views

Here's the dmp and debug.err http://www.4shared.com/file/4eYOp1Yo/Elemental0_90-2010-07-17T17-45.html And the dxdiag for my computer http://www.4shared.com/document/4WZRJLZt/DxDiag.html Ran great up till then, however. Really coming together!

0 Replies 191 Views

Thanks, TH; though I should point out that that post doesn't exactly answer my question. They COULD be planning to hole up for a week... :)

20 Replies 2,818 Views