[quote who="Spicy Mike" reply="2" id="2670698"]And where do we find these files to look at? [/quote] Some might be in your ProgramData/Stardock/Elemental Folder (same location as minidumps are saved). The data files are downloaded from the server currently, since it lets them change stuff around without pushing patches. In Beta 4 (the modding one), all these files will be local. And obviously they'll be local on release.
Annatar11
Once it's opened the preorder processing is automatic. You can get the preorder straight off Impulse, or http://www.impulsedriven.com, it's the same store. And yep, it's currently open.
I would like it if spell effects can be determined by essence, as well. For example, a Dominate spell in tactical combat that takes control over Essence/10 enemy (minimum 1) units, stuff like that. Int is used in a lot of them currently, but Essence is a perfect stat to use in some of the more "powerful" ones. Casting them won't drain the essence, but base the effect on it. So with that Dominate example, if your Sovereign weakened himself by spending a lot of essence on other stuff, he'd lack
[quote]We are also looking at having a level-up screen for cities that let players pick a bonus each time they level up to make those cities more powerful in a particular area.[/quote] If you rebalance the number of build tiles available vs the number of improvements available, such that say if I wanted a mainly military production city I wouldn't have much room for anything other than maybe a tier-1 research building or two (not counting houses, obviously), then this would be fun.</p
[quote]Recruiting a hero for 60 gold at the beginning of the game does not a powerful champion make. To really get the champion to be any sort of menace, you've gotta imbue it with essence, you've gotta equip it, you've gotta fight a million battles to gain experience, and the champion has to survive them all. The initial investment may be small, sure, but you slowly add to that over time and getting a very powerful champion is something you have to work for, it does not just fall in your lap
[quote]Annatar, if they get rid of the option to turn a Champion or Sovereign into a "Super Unit" they WILL NOT give that Epic "Sauron" feeling. They've said Time and Time again you'll be able to make a "Suaron" type character, Period. I can't count how many Times Frogboy himself has used the comparison in the last year. Sauron, before he had the ring cut off his finger by a "lucky hit" WAS a SUPER UNIT.[/quote] And if you actually bother to read up to my first post on this issue, I s
[quote]We've repeatedly been told no on this one.[/quote] I do remember seeing a brief mention somewhere that once we get Python scripting post-launch, we'd be able to launch maps from within maps. It won't be the same as entering/exiting a dungeon obviously, unless the state of the maps can be perfectly preserved in memory (and save game for resuming) so you can switch between them, but could still allow for a bit more wiggle room. Don't ask me for a source, though, I can't r
[quote]But in that first 20-30 (maybe 10-20) you can find some Loot or Gildar's, recruit some hero's or smack down some Bugs to get EXP and get an easy level...[/quote] That's true, but it's still too much of a variable. May not be a big issue in single player, but in multiplayer it would probably suck a lot more when your opponent gets a sweet spot random start and you get jipped. "Preset" starting areas don't have to be big, just a 3x3 or 4x4 stamp that has a fertile land so
I do believe that random maps should have a tech1 food tile (Fertile Land, not Bees/etc) near the starting location. Otherwise roaming around for 20-30 turns before you find one so you can put down your first decent city is not quite as much fun.
[quote]But that's the thing: I don't see the difference. [/quote] You don't see a difference between an extremely rare and extremely powerful Non-Player Character Creature that (by past accounts) can relatively easily defeat a *Sovereign* and a bunch of guys you can recruit at the start of the game for 60 gold? [quote]Why must champions be limited by the strength of a single unit of regular troops, when sovereigns or fantastical beings needn't be?[/quote] Because Champ
Beta keys are only from preorders directly from Stardock.
[quote]So a Dragon now can no longer be the match of ~20 top-of-the-line mundane soldiers? What about my sovereign? What about all the other fantastical creatures?[/quote] Come on now, we're not talking about dragons or super powerful fantastical creatures. We're talking guys-who-are-not-the-Sovereign.
I like how everyone is ignoring that this is the list of the "basic" spellbooks, and 7 more are available to be found (but not taken at Sovereign creation). Assuming even that no new spells are added to the core books between now and release (unlikely), that'll still put it at 150-160 spells if the average number of spells holds.
And none of that turns him into a super unit able to kill a thousand guys! See. :P Tridus and myself aren't saying we don't want end-game Champions to be powerful and useful, but there's a big difference between "powerful" and "super-unit that can only be killed by another super-unit champion".
[quote who="TheProgress" reply="6" id="2669585"]The entire GUI needs large amounts of polish and re-working IMO. [/quote] I agree. This weekend I'm planning to write a big post about that, and figure out if I can put together a crappy mock-up based on the pre-beta UI mockups (mainly color scheme). I don't have very strong issue with the layout of the main GUI, other than the clunky spell and equipment screens (which Frogboy already mentioned), but the color scheme and overall art
They removed listing all improvements that you can't build due to lacking pre-reqs because they couldn't find a way to show what you need to build them, which is kind of odd. So yes, right now it only shows what you can build. It is confusing and hopefully they figure out how to show you what you need to be able to build each improvement.
[quote]The devs have said all along that they'd like, for example, a strategy focusing on powerful champions to be viable. [/quote] "Viable" does not mean "Turn it into a super unit". Viable means the single champion remains *competitive*. If champions count against the army stack size limit, then a single champion needs to be competitive with the stack of units that can be used in his place. This is a balance issue and involves the Champion's stats (base and through leveling), equipm
The Empire tree needs a lot more functionality to be useful past the start, though. And it actually doesn't accurately show movement points of people in groups - not to mention it doesn't show the groups themselves. So it's fine if you have a bunch of individual guys running around, but once you start grouping them the tree starts breaking.
Interesting ideas, would add some nice flavor. However, the "Competitive" ones would need some minimum before they're considered. "Best Defended City in the world" can technically be the first town you build one peasant with a pitchfork in, but that's hardly worth the achievement. Same as Most Populated ;)
[quote] Bilskis & Annatar11: it's a bit funny you guys call it a franchise exploit when FO3 tossed the gameplay of the originals in its entirety, while FO:NW will be mostly true to the gameplay of FO3. Still, I do get your objection.[/quote] Well, for me it's not that FO3 turned the previous games upside down, like I said I enjoyed FO3. For me it's that New Vegas looks like a typical Call of Duty-like "sequel" - same gameplay, different skins. There's very little that makes New Ve
[quote]Perharps because it is broken and can't be fixed[/quote] It has to be fixed if they're planning on basing morale off it in tactical battles. :P
But is it chicken or is it tuna?
[quote]Point 3: Trying to light things up with a bit of humor doesn't mean anyone takes the forum issues lightly,Not everyone only posts when they want to complain,(often repeatedly, about the same issues.) some actually enjoy coming here. Point 4. Unless it's posted in "Support" any damn thread I want to post in is "my" thread.[/quote] To play Devil's Advocate: [quote] When an issue has been resolved, the post is locked following a moderator reply. T
Champions should never, in any way, shape, or form, be "super units". They will be powerful units because they can use magic, wear increasingly powerful equipment, and gain stats from leveling up - and that's exactly how they should stay. The *only* consideration is that a late game champion has viable utility in tactical combat *if* he's part of the "stack size" limitation. That utility is not necessarily about how many units he can take out by himself, since some spells function as "force m
[quote]Old Republic, if it is free from grind[/quote] You can't have an MMO that doesn't have some form of grind. They can never put enough content in that there's nothing for you to repeat :P The question isn't if it has grind or not, but how much it has. [quote]I won't buy Fallout NW because it just looks like a franchise exploit to me.[/quote] Absolutely. I love Fallout and I enjoyed Fallout 3, but I have no interest in New Vegas. Same engine, some different texture