I've been thinking about the advantages and potential pitfalls of the Asymmetrical 4X concept, and something struck me. It started when I was thinking about ideal spell balance, especially the power curve that comes with the increase of shards. So I'm going to reuse that as my example to explain what's troubling me: Imagine you have a mid-range direct damage spell. Let's say that it deals 20 damage + 10 per shard (bullshit numbers!). Let's say that o
Werewindlefr
Eh, I'd rather they don't divert time and resources to this and focus on getting the November stuff released on time. It's soon-ish enough for me. December is going to be a grand month: I'll get to see SK and GalCiv 3 as they are supposed to be, feature complete.
I entirely agree. UNLESS that spell has a component that is a limited resource and that is difficult to acquire. Both these conditions are necessary.
Meh. I've promoted the game on one of the least forgiving forums there is (CanardPC) and even managed to generate some interest towards this game. But I don't think giving positive reviews to this game at this stage is a good thing (I'm not saying negative reviews are more appropriate :p). It's at the stage where the game shows a lot of potential, but it's very much an early access, and I think Stardock has the financial spine to survive if people wait for release and a po
Will there be a workshop, especially for (tactical & world) map creation ? Maybe a particle effect generator for cool spells ? :D
Well, I've just realized that resources (iron, horses) didn't work like in FE/LH, so it's not that big of a deal that pikemen are strictly better than soldiers because you can only have so many at once. Two issues though: -Iron doesn't seem to be any more common than horses, and riders are strictly better than pikemen. They have slightly less defense but more attack, more HPs, more combat speed, more moves, and abilities that are arguably better in almost any c
Or instead of "bash". I never use that ability, there's never a situation in which it is all that useful.
Here's another issue I have - a balance concern. Pikemen are a almost straight upgrade of soldiers - the special abilities of soldiers don't make up for the stat increase pikemen get. Once I build barracks, there's no reason not to build only pikemen if I have the metal, especially with the limited army size. Since they both cost 1 logistics, soldiers lose their usefulness. A counter to this would be to make them slightly cheaper, cost no logistics, and reduce their power
Mhhh, for instance, the "Protect" ability is barely even situational in my estimation. Losing a hero's action for a turn to give a +50% defense isn't all that much worth it. In fact, even if it gave +100%, it'd still not be all that useful, I'd say.
Active abilities can be great and fun, but the issue is that you can only have so many on each unit before they tend to get in each other's way. Also, they usually use up a turn, and for some abilities, it could be counterproductive. I am already playing on Oasis. Found a minor (finally), but it didn't want to join me, saying that Stardock didn't want them to :(.
So far so good, I'm having a lot of fun playing this game. This is a really interesting game so far. I would like to make a list of points I think are good, points that I think could be improved, and some suggestions (I'll keep these reasonable, within the limits of the game as it is) The really good stuff: - It's graphically pleasant, and very readable. The interface is really usable, Amplitude Studios level. Much better than
Why are the bandwidth hamsters so lazy ?
It's now available with the 1pm steam update.
[quote who="Frogboy" reply="34" id="3497356"] You can now go to www.sorcererking.com [/quote]Server not found.
[quote who="Kantok" reply="33" id="3497353"] Did you try completely closing steam and reopening it? It should be there. I just got done playing for 15 minutes, so it definitely works. [/quote]I did. I even sacrificed a dozen lolcats and tried a prayer to the IPU, to no avail.
Uh... I don't see the game in my library even though I added my key to steam...
Hmmm, I didn't get my key, even though I am a founder... Edit: okay, got it, just not by email :).
[quote]That is probably the most inaccurate thing you've said here to date. There is little evidence among the huge volumes of data that scientists have been paid to agree upon. [/quote] Only one thing to reply to this sort of conspiracy theories: http://xkcd.com/1081/ I mean, if you believe in the whole "scientists are paid to lie to US", stop driving a car, using el
[quote who="TorinReborn" reply="7" id="3418293"] Which is what happens in any war. Long term you save more lives. But tech that lets Xcom modify their soldiers so extensively will take humanity to Deus Ex world. Or worse...[/quote]I don't get the "or worse". I don't see augmentation as intrinsically negative. I would actually welcome the adoption of transhumanist technologies in a reasonable, controlled fashion. The game assumes that everyone has a negative opinion on this.
New version.
Edit: New update (V.3) -Lowered "unit class" training costs -Summoning changes: summoning the same creature several times is possible. Characters have a new stat, "Summoning Pool", which controls how many summoning spells can be active at ones. Low power summons take 1 from the summoning pool, higher-powered ones 2 or 3, and Delin takes 4. Summon 1, 2 and 3 increase the Summoning Pool stat. Summon 1 gives a tactical Great Wolf summoning spell. -Shrines are rarer but gi
[quote who="Heavenfall" reply="20" id="3373758"] Re: science and climate change, there's some very interesting stuff at http://www.informationisbeautiful.net/2009/climate-change-a-consensus-among-scientists/ Media has been working very hard to make it appear as if there is some controversy here, some debate, as if some discussion was still taking place that may come down on either side. That is a falsehood. And unless you are one of those educated people working in the fi
Enchanted Hammers on my first city. Freeze and Tremor, a lot. It would actually be nice if there was a way for the AI to counter those spells.
Can we have the fix to the BuildingRequirement Prereq type in the XML? It'd help a lot when modding.
[quote who="Derek Paxton" reply="20" id="3329609"] You are correct, its broke. Drat. But the good news is that we will get it fixed! Thanks, for the heads up.[/quote] Any news on that? There's good modding stuff that requires this to work :).