Istari

Istari

Joined Member # 2442045
15 Posts 570 Replies 1,068 Reputation

[quote who="Nick-Danger" reply="85" id="2757769"]Quoting Istari, reply 84 Instead, your mind fabricated a negative spin based on what can only be called poor logic. I responded to what you said and I clearly quoted what I responded to so you'd see it. If you don't like how it sounds then go argue with yourself, because you're the one that said it. If you didn't mean it, then don't say it. If you don't think the SD folks could be adversely affected b

98 Replies 101,365 Views

[quote who="Nick-Danger" reply="83" id="2757103"] Istar wrote: Wow. How is it that you managed to draw such a bleak and negative perspective from something that, (and I'll be frank here), droned on so inanely and repetitively about remaining positive and encouraging? It was easy -- I read what you wrote in the post of yours I responded to. Specifically you wrote in that post: The negativity of these complaints c

98 Replies 101,365 Views

[quote who="Nick-Danger" reply="77" id="2755577"] Quoting Istari, reply 76...I hope it gets across to everyone reading that... What came across to me is that you think unhelpful complaints might adversely affect SDer's job performance by harming their morale and/or diverting them from more important tasks or the like. Perhaps you're influenced by when Frogboy posted "The only thing that really frustrates us (and honestly is making my team less interested in reading

98 Replies 101,365 Views

[quote who="the Gorgon" reply="75" id="2754518"] EWoM has had obvious problems at launch that could affect its overall success via unfavourable reviews and negative internet chatter. Consider this image problem to be an illness, and the treatment to be the positive spin and friendly communications with the community. Why don't we just cut the crap (sorry for language) on this. Did you read Frogboy's (Brad Wardell, CEO of Stardock) own comments on the launch in the thread on Why e

98 Replies 101,365 Views

[quote who="the Gorgon" reply="71" id="2752559"]Quoting Istari: Further, the Master List is an admission of mistakes, and as such cannot be perceived as behaviour demonstrating the contrary as you have stated. I am all for the publication of the list. But it does show the game is not a 9/10. The list did never annoy me, only the tone of this OP in light of reality, just to make things clear.[/quote] I can understand why you would find that annoying, as it

98 Replies 101,365 Views

[quote who="the Gorgon" reply="66" id="2752299"] Quoting tevans6220, reply 58Tell me something. With all of things on that huge master list that need to be fixed, how in the world can anybody give this game a 9/10? It doesn't make sense. This game has potential but you can't review potential. You have to review what's there and there's no way that reviewer can honestly say that what came in 1.0 and is now in 1.06 is anyway near a 9/10. Maybe a 5. A 6 if you want to be generous. Stardock

98 Replies 101,365 Views

Let's just sum this up by saying that the reviewed version of the game does not deserve an objective 9/10, but the amount of improvement and support this game will get over the years to come will equate to a more than adequate return on a $50 investment. The salient point here being that if anyone purchased the game as a result of reading that review, they should not be disappointed in the mid-to-long term or overall. In the meantime, good reviews and PR should increase the sales of w

98 Replies 101,365 Views

The reviewer was in the beta of the game and as such is probably very familiar with the still continuing progress and with the passion, work ethic and standards of Stardock. In light of this, the game was likely reviewed by its potential and expected evolution, i.e. reviewed as the game it will be rather than the game it currently is. In that regard, I agree with the general tone and impressions given in the review, as I trust Stardock to follow through completely. Lastly, alt

98 Replies 101,365 Views

[EDIT] Old post, wanting opinion. I haven't played the game yet, and I was wondering what considerations have been made regarding the ways that the different AI personalities use language. Smart AI is great for the strategy side, but for an RPG feel and better immersion, what is the AI doing to make players feel that they are matching wits with a unique and genuine opponent? <span style=

4 Replies 7,958 Views

Here are some suggestions for keeping it simple but still strategic and fun: Combat Speed Movement points of units determines movements/attacks per turn. So, what Frogboy said. Morale Each side is given a ranking that is recalculated every com

469 Replies 1,482,886 Views

[quote who="Tasunke" reply="99" id="2592084"]Heh ... I would prefer to have the equipment that I "buy" for my sovereign to wear not necessarily depict what he is going to look like. However, chances are equipment we wear will determine what we will look like (which is cool ... but not from a "clone" perspective) Therefore, I suggest that we should be able to buy "enchanted" clothing. Basically, the clothing gives the same stat as X equipment, and costs the sam

102 Replies 251,900 Views

[quote who="Tasunke" reply="21" id="2592035"]Well, this brings to mind the Unique Locations in Elemental. I know that they are currently just place-holders, but could they at least be good placeholders? [/quote] LOL, talk about a barely related tangential segway Tasunke. [e digicons]^_^[/e] But I agree with your take on unit upkeep being circumstantially proportionate.

24 Replies 13,253 Views

[quote who="Shurdus" reply="18" id="2591158"]Agreed that the idea of wonders could work. I am unsure about what mechanics that would use, but having a unique building that requires a component + a tech + a spell will be really something. Make sure the building is a really big investement though, not just some basic building with larger benefits. It should be an epic building to make, and it might need a dramatic impact on the game. But it should still be so that you might now even want to bui

24 Replies 13,253 Views

[quote who="Shurdus" reply="18" id="2591158"]Agreed that the idea of wonders could work. I am unsure about what mechanics that would use, but having a unique building that requires a component + a tech + a spell will be really something. Make sure the building is a really big investement though, not just some basic building with larger benefits. It should be an epic building to make, and it might need a dramatic impact on the game. But it should still be so that you might now even want to bui

24 Replies 13,253 Views

Yes definately. Being able to work with these abilities for a mod would be extremely useful and satisfying.

5 Replies 5,530 Views

[quote who="RikazeMA" reply="15" id="2589683"] Quoting Istari, reply 14 Then you can have Wonders that infer a special ability or status to the Sovereign. Such as, Pyramid -> Pharaoh (Dynasty Bonuses) Tower of Babel -> Multilinguist (Diplomacy Bonuses) Library of Alexandria -> Sage (Spell/Technology Research Bonuses) Astral Nexus -> Planeswalker (Travel Bonuses) ...etc, no doubt someone ca

24 Replies 13,253 Views

I agree that Wonders should be faction and race specific, and that rare or unique items are needed. This will do two things. Firstly, it will add more strategy to the choice of race and faction, secondly it will feel more special to have a Wonder. What about a Wonder that actually affected the way an entire city looked? City of Gold anyone? Have the streets paved with jewels, etc. Also, Cloud City Island in the Sky City City of Fire <li

24 Replies 13,253 Views

To avoid confusion, I think it would be a good idea if clicking on an army tracked the map from your current map position towards the position of the army you clicked on. What I mean by this is to have the game slide the camera from one position to the other while you watch, to show you the path from where you are (i.e. what part of the map you last viewed), to where the army is located. This way the player wouldn't be disorientated, and would always have their bearings.

8 Replies 7,505 Views

@strager You might be right. It all depends on how flexible the design is. From what has been said so far, as little as possible is going to be hardcoded, so that you should be able effect your owns systems, i.e. resource, population, etc. Given that it is Stardock, I'm currently optimistic.

9 Replies 8,623 Views

[quote who="TheProgress" reply="5" id="2582176"] Quoting strager, reply 4 Its a shame thee aren't undead in the game. It would make for a good different Fallen race. Expansion. [/quote] Mod. [e digicons]^_^[/e]

9 Replies 8,623 Views

[quote who="Bacior" reply="4" id="2582175"] What do you think? [/quote] Firstly, welcome to the forums. I think many here may agree with your opinion regarding 'purchasing experience'. I assume though that the OP meant only an advanced unit, one level above normal. This is what I meant at any rate, as I think it is quite reasonable that some units can have better training than others, without going over the top and allowing sovereigns to create ultra-elite

9 Replies 7,751 Views

[quote who="maniakos" reply="2" id="2580606"]In mom you could also make your own undead from your normal trained city units, using death chanel (I think?) and they would cost no upkeep, like the real thing. Ah those were the days... [/quote] The spell was Zombie Mastery. All units that die in combat would return as undead under the caster's control. The Demon Lord's Life Steal ability had a similar effect.

9 Replies 8,623 Views

I like it. I think it could be implemented by having an improvement such as 'Advanced Training' that allows a unit of any type to be advanced through special training with additional costs of currency and turns. There might also be a channeler trait or talent such as 'Warlord' that has the cities of the channeler operate like military states, where all the population is virtually bred for war. This would allow the default level of units to be one higher than normal

9 Replies 7,751 Views

[quote who="Tasunke" reply="3" id="2580137"]Omeganeer [/quote] Not bad. Something like Pio-engineers, or Stronghold Pioneers might also work. *taste tests* Still needs something though. Is it currently possible to build a city around a resource, thereby encompassing it within the city proper?

6 Replies 5,715 Views

I think that both controllable and uncontrollable mega-beasts should be included, with the controllable ones taking significantly longer to achieve and costing more. Having a greater variety of sea units would be grand. It puts me in mind of Warcraft II, where there were very good ground, sea and air tactics. If Elemental can implement a similar mix, it would expand the epic.

15 Replies 9,924 Views