the only problem i see with this is you have to commit to a strategy for your town upon the first level up. sometimes you might not know how to best specialize you towns till later in the game. yes there are some obvious expamples when you settle next to 3 shards or 2 mines or whatever but those in itself should be pretty rare.
legaceez
that's definately a nice start. i haven't run into those particular heroes yet, i think ALL champions should have some unique ability like that.
I think it would be nice if each recruitable champion has a unique trait that goes along with their backstory. Currently there isn't much that differeniates them. They either have magic skills or they don't. They might start with a path of the x but that is about it. These unique traits don't have to be just a one time starting trait either. Maybe they open up a level 2 or 3 version as you level up or maybe a new trait altogether. Without something like this the Champions are all
I also noticed this oversight. I find it silly that my magic immune units can't be debuffed but can be blased by fire balls and blizzards for full damage.
I certainly like some of these ideas. Differentiation between a questing party and an army does make sense. You wouldn't probably bring a 1000 troop army with you to escort the noble woman to her home or fight the demon in that dungeon. It's also kind of ridiculous to expect a 3 man champoin army to take over an entire city. I think the game is trying to appeal to both sides at once while not balancing it too well at the moment. I'm sure by the final release th
lol I conceded BeardyDan that was quite the amusing read. I see that the want to send off your group of heroes on an epic quest is strong indeed. I guess I was thinking more in terms of a game like HOMM which all had one hero per army. Expcept for part 4 which ironically enough had many complaints about the ove
[quote who="BeardyDan" reply="15" id="3073531"]No. You may as well remove Quests & all the other rpg aspects then, not that there aren't some on the forums campaigning for that anyway...[/quote] why remove all quests and rpg aspects too? one hero per army has nothing to do with that. you can still quest as one or several armies . . . and still retain all the RPG elements. i don't get what you are getting to here. the consensus though
I commend you Xia for actually taking the time to train and use the standard units. It seems forced whenever I did it. (As in forced by me just for the sake of it, not by a need in the game.) I actually never even bothered most of the time as anyone in this game can beat it on the hardest dfficulty by just using your sovereigns and the chapions you pick up along the way. I did train a few standard units for defence but even those weren't needed as I was never once attacked. H
[quote who="MummyKing" reply="7" id="3073338"]Good idea. I play on ridiculous level. The early phase of the game is tough and fun. If one champion per army, then the early game needs to be balanced a little, maybe with cheap regular units. Champion takes up 2 or 3 slots is also a good idea. We can also give a class to those champions, wizard, warrior, rogue, etc and limit what type of armor/item they can use. For example, in most RPGs, wizard gets pen
It does seem like an artificial limit but it does make sense when you think about how armies work in real life but then again this is a fantasy game so I guess even that point is moot.
That will prevent the champions from levelling too quickly but I still think eventually you will still just end up with the stacks of doom. We would still want XP split up evenly between the champion and the standard units in his/her army though. You are right though that change should be in the next patch so we will see how it balances things out from there first.
it just dawned on me probably the best way to prevent these champion stacks of doom is to make it so that each army can only have one champion in it. This solves a lot of issues. You will be forced to use standard units if you are to have an army of any resonable size. It makes sense for a stack to be led by one "general" unit. You will be forced to split your army up so you don't just have one ridiculously powerful/invicible stack. It also prevents a lot of the stacking and overlapping o
Greetings all. I have been lurking through these forums for sometime now and I feel like now is the perfect time to finally post something. Overall I love the direction the game is going in. I played two complete games this weekend and had only maybe one or two crashes in about 10+ hours of play. So I must say stability wise the game is on the right track. I did notice a lot of UI and graphical glitches but I expected those in a beta. Well rather than write a big wall of text let me list out
Unit Abilities: Tempered, Gifted, Veteran, or Squired - Unit starts at 2nd level Cunning Strategist - Increases the crit chance all units in this units army Faction Abilities: Forgeborn - Halves the metal and labor cost of armor and weapons Children of the Forked Tongue - Gives the faction the ability to recruit Naja, Ophidian, Drakes and Forest Drakes (snakes and lesser dragons) <strong
by fay Civ 5 is the more polished game. UI wise, gameplay wise, everything wise. although it was simplified somewhat from Civ 4, their experience in making games clearly shows. e:wom, while it has some great ideas and potentional, i would consider to be a total flop. the UI is a hot mess, soo many bugs, things just don't meld together very well. elemental was more like a b movie compared to a triple a release like Civ 5. almost a year from release and elemental is still in
Don't get me wrong I was happy paying $70 or so for the special edition of Elemental. I trust that Stardock will give me an excellent return on entertainment for my money. As a middle-ware company though I think the games should be priced lower to bring in more customers. AAA titles don't need to do that because they can sell based on hype alone. Middle-ware games not only cost less to make but I know people would be more willing to take a risk with them if they cost less
I guess my question is if Stardock is a middle-ware company, how come Elemental got AAA pricing when it was first released? Did it cost as much as a AAA title to produce and was the cost justified?
This post is misleading. This isn't a facebook problem . . . facebook just happens to be the mechanism used to deliver the trojan. It's no different than IM or email in this regards. Bottom line is stupid user's clicking on obviously fake links.
@ Anangara : correct WoW does use Lua but it uses Python too. I guess my preference for Python is because I have never used Lua. I admit both are viable choices and Stardock can't go wrong either way. @<a id="ctl00__Content__RepeaterReplies_ctl02__LinkUser" class="hand" title="Click user name
Let me also add that Python is a pretty standard scipting languages used in modding WoW, Civ IV, Mine Craft, etc . . .
I would pick Python. For those that are adding in a pick of C++ . . . remember that C++ is NOT a scripting language. Lua and Python are, which is why they were chosen. Also C++ libraries can be easily ported into the two scripting languages so really no matter which one is picked you C++ buffs will still be able to work with it. You might just require a few extra steps to import your functions.