[quote who="Sendark" reply="9" id="2731242"]Do what I did, and e-mail [email protected] with a refund request. There was another thread about it, with Frogboy giving out refund information. To all the people saying that one should give the game a chance - I will, in a couple of months, when it's been patched up and the price has dropped somewhat; but there's no way in hell anyone should pay $50 for a beta product (which is still bug-ridden after 1.05). [/quote] The gu
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Definitely need some equalization of HP, Attack, and Defense values. 30 hp and 700 defense is erm.. odd? Especially given the roll system.
Nowhere :P Seems that bit never made it into the UI. It might be worth checking the equipment XML to see. I don't have access to it at the moment.
It sounds like the disk is having trouble recognizing that Impulse uninstalled it. You'll probably want to email [email protected] so they can investigate, and include the screenshot of the error. They should be able to tell you how to fix it so you can install from the disk again, it's likely something left in the registry that makes the disk think it's still installed.
[quote]i will make more if you like it [/quote] Please do ;)
You can also stop making one of these threads every day, or you will get a shiny ban to go with it, too.
For the Sovereign, it actually is mana (blue) and health (green). For the city, it's population, the ring fills up as each level of the city advances to the next level, then resets.
There is no turn limit. If you're stuck, sommething is wrong. Try uploading the save game to something like dropbox.com and linking it here so they can take a look.
That's a pretty awesome looking particle effect. I particularly like the hit. Well done!
[quote]I've never seen a reaction this bad to a game[/quote] This doesn't mean anything other than you haven't seen it. I have ;) Heck, compared to Demigod this is pretty smooth sailing.
The Load button is what you use. Nothing changes on the screen, but it uses that map instead of generating one.
Blue dots are for the improvements in the city :) You can click on the + on the icon to expand the view and show all the stationed units and improvements.
Yes. I'm pretty sure Frogboy had a post on that during beta 4.
[quote who="Netriak" reply="27" id="2730908"]He never said it would be 4 individual attacks. He just said it would be 4 individual rolls. He could very well be describing a system that adds all 4 knights damage together, and then gives a single defense roll against it for every figure in the enemy squad. That matches both Frogboy's description and what I have seen in battle. It also is entirely different from what we want, and is described in point 2, making the statement that parties already
Shard should be viewed as bonuses to spellcasting, not a requirement. At the moment, spell damage scales so poorly that without shards you simply can't compete with how fast equipment scales. Spells need a base damage, with an int modifier for the low and high roll (makes sense for weapons, as well). Shards should then give a much smaller bonus like 20 or 25%, to make up for spell damage being higher overall.
Bye? :P
As far as I understand, it works the same as a regular melee attack. You roll 1 to spell damage (so 1-INT, 1-(INT*2), 1-(INT/2), whatever), the defender rolls defense. Difference in values is the damage dealt by the spell.
Seems like an oversight.. Empire cities should not be able to build Kingdom improvements and vice versa. If you capture a city belonging to the other "race", you'd have to take it as is. You could still use its zone of influence to build on resources, and you'd get whatever uniqueness the city you captured offers (like if it has warg or horse production for the side that can't get them). Seems pretty straightforward :)
[quote who="Graham" reply="4" id="2730814"]Can you trade this way to soldiers too or just heroes. I was unable to unequip the starting club from a pesant to pass to a hero with no weapon. Is it even possible to upgrade soldier equipment after they are produced? [/quote] I think you can trade stuff *to* regular soldiers so they can carry it, but they can't equip it. Likewise you can't unequip normal troops and pass their stuff on to your Sovereign/Heroes. At
If you open up the hero's inventory (select him and click the button next to his HP), the stuff he's wearing should be highlighted in green. If you click on those, they should become unequipped and you can then trade them to your Sovereign.
[quote who="Frogboy" reply="20" id="2730740"]Good thread. However, one correction: Parties work as you are requesting. A party of say knights (4) who have a combined attack of 28 do not roll between 1 and 28. They roll between 1 and 7 for each knight. Assuming each knight does say 3 damage to a unit, that would be 12 damage from that party of knights. If the defending unit has a defense of say 16, that party of knights may not do any damage at all.<
It's already open to really unhappy people. It's always been. It's just that people would rather go on the forums and rant nonsensically about some part of the BoR instead of emailing and asking for the refund. Liked your posting better when you put some thought into them, Tridus. Been going closer and closer to just trolling lately :(
[quote]But fanboys will say.. SD knows better.. they have 30 years of experience etc etc etc.. [/quote] You can leave this kind of crap out of this thread. Don't flame bait.
There are two ways I can think of to do a squad's defense roll vs an attack. Both get pretty complex, though... Method 1 1) Roll damage dealt. 2) Split damage among entire squad (damage/x, where x is number of units in the stack). 3) Roll each unit's defense based on damage directed to that unit. For example, Dragon breathes fire for 200 damage to a stack of 8 units. 200/8 means 25 damage is directed towards ea
I'm not saying the system is fine as is.. was just trying to make sense of the numbers :P I've been pitching in plenty of threads that call for a rebalancing of magic damage, so I'm with you.