*Whistles* a reply from Frogboy in less than 5 minutes. Hmm... I assume that you be able to switch from the building UI, to the units UI (and back again) with less hassle with this new UI? My check list: -Build buildings, and train units with minimum hassle with the UI (probably). -Keep all information shown (most of it is now in the resources tab, so now it conflicts with the actions tab). -Minimize the work needed to make the changes (you are always we
DivineWrath
*Ahem* [IMG]http://img17.imageshack.us/img17/2954/newtownui.png[/IMG] What you see here is an image of what I think the town UI should look like, atleast in regards to the production of town buildings and units. I've labeled the various parts to make things easier to explain. For those who are familiar with the current UI, you might have noticed that I've moved both the "Info Card" and "Progress Bar" upwards. That was done to make room so we can keep the "Action Bar" where
I don't care much for special names for currency. If Elemental was a space or other sci-fi game, I would be happy with "credits". Anything else would likely be annoying. However, since this is a fantasy game, "gold coins" will do just fine. You should also consider that although "gold coins" is a common and generic name of currency, it is also has the advantage of being easily understood by new players. You will never expect to see a post titled: "Whats are gold coins and why
[quote]Kleenex? I use buckets!!![/quote] I use my godly powers of regeneration, and they're barely keeping things in check. I don't know how you mortals are managing to stay alive.
I'm not the biggest fan of limited special editions. Just don't go around making half-a-dozen different versions, all with different content.
Seriously folks. Listen to him. The Betas right now are quite the nightmare. You're crazy if you want to join in now!
City Governer: The soveriegn used to be the governer for a small settlement that survived the war. Now that he seeks to become a soveriegn, he has a settlement to begin with (at no essence cost). Magician: Your soveriegn made a living being a spell caster. His duties as a magician likely included casting simple spells to aid peasents (like fix broken stuff), cantrips to impress the locals, to casting the odd advanced spell for those who could pay for your rare services. The net effect
*Sighs* So many posts already. Ok, I've skimmed through it all so I don't think I'm repeating whats been said. I don't play a lot of multiplayer games, so I don't know if this is a new idea or not. ---- Change multiplayer settings mid game. Lets say that the whole time bank system isn't working any more. Most of the players have decided that they would rather play at a relaxed pace. Instead of quiting the existing game and starting a new game, why not allow the
I've seen this problem before in previous betas. Towns that were destroyed somehow "lock out" tiles from being used by towns built to replace them. Unfortunately, fertile lands are prime real estate...
Jeez. I've heard of older folks complaining that kids these days can't wait to grow up,... but these kids are still in their cribs. Learn to walk first! Anyways, I guess they plan on making an early start in their bid to become soveriegn.
I think I made a list, but I can't find it right now... Here a are a few quick thoughts without my list: -Massive Dept: The soveriegn owes a lot of money to other people. Once the soveriegn builds his first town, the collectors find him and start hauling away 50% of the soveriegn's income. This continues until the dept is paid back in full, or the soveriegn somehow deals with the people he owes money too (plot hooks for a quest ideas). -Strange Pet: The soveriegn has a
/read post /skimmed the change log Alright. I think I'm ready to go now. I look forward to reading those posts you guys are planning on making.
I'm very much for the player having absolute control as to how the roads are built. If I want 2 sets of roads (one for efficiency, the other for backup reasons), I would want to be able to make those roads. We're supposed to get powerful spells, like make a volcano right? What about weaker spells that can change the landscape without so much destruction. If at some point I can make/destroy land tiles, lets say be making them ocean or mountain tiles, I would want to be able to remap my
I don't like the idea of losing settlements and/or cities because you don't have a hero to govern them. I don't think it has been mentioned yet that if a city is conquored, it probally means that the hero who governed it might have fallen in battle in the city's defense. Unless you have a spare hero, you are going to have to wait until you can retake the city. ---- Here is an idea. Give the soveriegn a "Soveriegnty" stat. This stat shows how well a soveriegn can control his la
[quote]Dont make the instant resolve too good! Or people wont wana play tactical battless cause it does the job for them. You still hota give actualy playing the battle the edge.[/quote] Maybe some people don't actually want to play tactical battles. I for instance, get tired of fighting tactical battles very quickly. I consider "Rome: Total War" a bad game because it required me to fight battles to get good results, and there were far too many battles to fight. Repeating the same bat
Yes! Please! Do make auto resolve fair. There are few things that annoy me more than battles I'm pretty sure I'm going to win, but I must fight or else I'll suffer an overwhelming loss because because the AI is dumb. Also, I like the sound of the battle log. ---- As for suggestions: Are we going to be able to program the AIs as to how to fight the battles? For instance, if I have *a lot* of fire mana, I might want to tell the AI to cast fireballs, and t
[quote]Bad bad bad idea. This is worse than TAGES. When will the DRM insanity end?[/quote] Year 2012?
They scared me away the moment they required an internet connection to play (I really don't like being forced online without a good reason). This only makes things worse. The game crashes because the internet was interupted for like 2 sec? Current game progress lost? This is definately not the games for me.
Just make sure that whatever you guys are doing with Impulse, it is something that I could easily turn off or otherwise ignore. Few things annoy me more than a dramatic change to the user interface, or radical change to how things work. More so if I very much liked how things worked before the change. Regardless, I'll try to keep an open mind for things to come...
[quote]Question: Is there a way to see more demos listed in MyGames for download?[/quote] No, I don't think so. It seems that all the demos that Impulse can install for you were custom made for Impulse. Atleast thats my theory, otherwise I would think there would be a lot more demos available now (and maybe be given their own section). Currently, the process of adding new games to Impulse is not automatic. The automation is still under development, but what has been develope
Thanks for the link. I'll look into it later.
[quote]When a player selects their sovereign (their sorcerer, channeler of magic), they can choose which books of magic they want. Each book will have a cost to it. So you can spend a lot of points on having lots of books or use those points to make your channeler more powerful.[/quote] Can you buy any book you want? Likewise, can you find any book that you didn't buy during game setup later in the game? Basically, can any single player hold every spell book in the game (and t
I always throw in a link my posts so no one needs to look for the external link. I find that things gets less confusing that way.
Why can't I edit my post? Edit: I did some talking with some people at stardock, and now I seem to be able to edit from forums.impulsedriven.com
Shorter title for the post, please. Its too long and most people will not see all of it until they open the post (assuming they do so at all). You're supposed to sell the post, not try to rush explain the whole thing. ---- [quote]What if SD develop the game differently, so that more land does not automatically means more power? [/quote] Currently, they 2 game mechanics that are supposed to slow things down. -First, placing cities without fertile land costs essen