No, break someone else's leg! Also, good luck :)
Annatar11
[quote who="astrath" reply="6" id="2702838"] Quoting Annatar11, reply 4 These threads need to die. Stardock's newest employees [/quote] That's like the Stormtrooper effect at point blank. "Only Imperial Stormtroopers are so precise!" ... and then they proceed to not hit anything for the 3 movies.
Tbh, I'd hold off on wiki until release since some stuff is probably still subject to change.
I think at this point snapping won't happen, but if the X/Y/Z position sliders and the rotation dials became absolute numbers instead of having you estimate with your eye, that would be an incredibly big help.
Frogboy, I have an small issue! I was working on a quest and made my own tile to start it. In XMLs, I used the Inn01 template from the Level1_Quest_Locations XML and basically just changed the name/description. However, in the map editor my tile does not show up in the "notable locations" category with the other quest tile, but in some random one that lists basically everything. Furthermore, when I place the tile on the map, the quest I made (using a combination of the current warehou
These threads need to die.
They should really consider doing something Mass Effect-like with achievements. In ME, earning them gave you tangible bonuses (extra shield, damage, whatever). Same could be done here. "Win a Diplomatic Victory with at least 10 AI" could give you a % bonus to your diplomatic capital income. "Earn 500,000 Gildar with caravan trading" could give you a bonus to caravan income. So on, so forth.. The achievements that make you play a little out of orthodox can also award their bonuses. Lik
[quote who="Mogmoogle" reply="3" id="2702581"]Ya I would like to also have the option to tac battle them all, If I auto attack a bandit party with a def rating of 55 and combat rating of 66, with my party which has a def rating of 656, and an attack rating of 702, I lose which makes so much sense, then if I attack them I use Infernal on their party and they die. I dont see how they can win when I have more then a 10x advantage on them. [/quote] Read reply #1, it already exists.</
Don't be disappointed. The beta is not fun. Most things are incomplete, so on so forth. That said, since you ordered after the beta closed you didn't actually get charged (only a temporary hold on the funds to make sure you got enough). So if you really want to, you can cancel the pre-order and not be charged for it. Send an email to [email protected] for that.
[quote]True but it's really the spell researching part that I think is the most problematic. Spell casting (to me) seems pretty solid.[/quote] Well, my main issue with researching now is that first you have to flip pages through the stuff you already have, to find stuff that you don't have to research. The spell research screen should only show what's Available, and what's Not Available. There's absolutely no reason for it to show what you already know. Alternatively, you
[quote]The UI isn't what I'd like it to be. I just haven't seen an alternative that doesn't involve the player having to click a lot.[/quote] You could always have a system that's similar to how RPGs do it. You're never going to have a system that has 200 spells and not require some clicks to get at every single one of them. But what you could do is create some "Spell slots" (will work with abilities as well for non-spellcaster units) where the player can assign an x number of his mos
One of the planned expansions is going to focus heavily on the sea stuff, so I wouldn't expect much in terms of changes for release. Ship customization will be nice when they (and water) become more important, but at the moment their only function is transport so that doesn't warrant a customization system. Would definitely be a good addition for when sea stuff has more to do and matters more.
That's what the empire tree on the left hand side is supposed to do.. but at the moment, it's pretty inadequate for the task. It needs to show names at the very, very least. It doesn't show grouped armies, only Sovereign/Champions, which is also something that could seriously use changing.
[quote]New Quests One of the types of quests that I’m enjoying are the ones where you have to collect various items and bring them back to someone to get them made into a special item. I’m looking at adding the ability to trade these items between players so if the AI players have found Midnight Stones (for instance) and you need one more to get the boots of eternal dodging then you can trade with them for that midnight stone (and vice versa if they need something the A
I lost hope in the game when it became obvious GPG wasn't dedicated to it, and only used it as an engine design stepping stone to SupCom 2. A lot of the team got transferred to SupCom 2 half way through the Demigod beta, and that's pretty much when I knew it wouldn't come out all that well. I believe in the first 2 months of SupCom2 GPG put out more patches than in Demigod's lifetime. I'm actually happy that Obsidian is developing Dungeon Siege 3, even after their only "decent" Alpha
[quote]Hopefully some people will be able to dig into the modding and show how easy it is to make spells and quests so people would quit sweating that sort of thing. We try to take care of the hard things first and the easier things later.[/quote] If it wasn't for a job during the day, I'd have a couple quests out already. Had some time last night to get about half way done with a basic one (mostly creating the tiles and setting them up to be used in the quest XML, which is about the
[quote](aside from you guys calling each other imbecile, not cool guys).[/quote] I know :x It's early in the morning, I haven't mellowed out at work yet. Apologies to MadDeez.
You get an automated reply that they got your email. They should reply to you hopefully today - their work day is just starting, and "some hours ago" was the middle of the night ;)
[quote]are you a complete imbecile? i read the op and completely understood what he did and didn't do. all i said was making a living to support a family, if he has one, is far more important than playing a game. should i draw a picture to illustrate?[/quote] No, but apparently you are. It doesn't take a genius to figure out the insinuation from your and LightStar's post that because the OP wrote it he somehow must really "hate his job" because it interferes with his gaming, and must
[quote]judging by the quality of the missions on this campaign, it is fairly obvious blizzard seperated the game into 3 parts not because they wanted to milk the fan base, but because the terran campaign itself equals and surpass in length and production values all of the former sc1 campaigns and most other similiar games in the market, while succeding to provide a much better game than most of them, especially Dow2 single player, as bland repetetive and awfully scripted missions should not e
Only preorders from Stardock get beta access, which also closed yesterday around mid-day. So, you won't be able to play it now until launch in a couple of weeks. Sorry!
[quote]since the game is now irreversibly committed to the release date, the most productive use of our time, typing, thought and effort at this point is to help make the game better through suggestions, constructive feedback and bughunting.[/quote] Very much this :P Thankfully, most of these concerns that, while valid, are mostly fixed by XML tweaking. Some things aren't. I realize people want crazy diverse races for example, but Elemental was never really meant to be a
I'm attributing it to unfinished tech trees and city improvement lists. Definitely been this way a while, and the major reason I stopped playing Empires in the beta. They don't even get prestige buildings as much as Kingdoms, so if you do manage to get that level 3 or 4 city you're stuck getting 1 pop/turn most of the time, so you need like 500 turns for the city to level up.
[quote]Also, if the game is going to be heavily dependant on user created content, will there be ways in which I can get the good, interesting, balanced quests, and avoid the crappy ones. Is somebody at startdock going to be collecting the good user created content and bundling some of it into the "definitive version"[/quote] The mods will be heavily moderated, but they haven't said if it will be by SD folks or community volunteers helping them. To answer your main question, t
The second update was to fix no tactical battles (and misc other things) caused by them forgetting to include some files in the initial distribution.