[quote who="Satrhan" reply="17" id="3058474"]Sounds great, I really like the area of control in combat, something people have been asking for for a while [/quote] We don't know what it means yet - it's supposed to be "subtle".
Werewindlefr
Yes, but War of Magic is a relatively bad product, so people aren't exactly eager to play it with their friends...
Frogboy, what's this "subtle area of control" thing you're talking about, please?
Uh... are you talking about Civilization 4? Because its multiplayer aspects seemed to be solid and well received...
[quote who="Cruxador" reply="103" id="3058122"] They just play to win using their own valid strategies, rather than all going for the same strategy. If some of the AI strategies aren't optimal ways to win, then that just means the game's balance is imperfect. If there are strategies which no AI takes, those strategies should be incorporated into the AI strategies if they make sense. If they don't make sense, game mechanics should be altered (in most cases this will mean
[quote who="Gandhialf" reply="138" id="3057876"]So many old but excellent ideas are waiting to be implemented in FE![/quote]So many unreasonable ideas which would be beyond Stardock's budget or skills (not saying they're unskilled by far, but I'm not sure this is their specialty). Being a bit more conservative at first is a good idea; it ensures a game people want to play, instead of a game people dream about until they realize it sucks.
[quote]Can we agree that quoting numbers from two of your own titles and one other 'that a friend told me' is a million miles from an exhaustive canvassing of the TBS playing demographic?[/quote] That said, you fail to address the statistics given for Civilization IV and Sins (well, aside from the "a friend told me" comment which doesn't contribute to the debate :/), 2 multiplayer-oriented games that have very good multiplayer, sold well, and were well recei
[quote]it keeps the AI within their character[/quote] I'd rather have a good AI that actually uses the tools at its disposal than an "in-character" weak AI that needs to cheat to keep up with the player. At some point, you need to chose between flavor and gameplay, and I prefer the second. In other words, I'd rather the AIs played to win.
Hmmm, Frogboy, if I understand correctly, those who pre-ordered will get another expansion for free (or is that no longer the case?); so there is still a possibility that the people who preordered War of Magic for the multiplayer aspects will get multiplayer - and without spending another dollar - am I correct?
Frogboy, can we have more cancer-inducing screenshots and videos while we wait? :D
Can we have an update when all the emails have been sent, so we know when to panic, and when not to? :D For now, I'll just keep my towel near me so I won't panic.
I didn't receive it either... and I preordered before you. Your order was submitted on: 4/24/2009 6:17:10 PM (GMT-5)
Hmmm, Stardock people, please tell us when all the emails have been sent.
I pre-ordered Elemental in 2009 but didn't get anything yet, so I hope they haven't finished sending emails?
Also, he'll be in the beta just a week later. He'll be able to troll * contribute just fine :D. It's not like phase 2 was going to be in 2 months or something. *Just to make sure - I'm not serious here.
Will modding support be enabled at some point before release, so we can go wild and put the system under as much strain as possible? (Also so we can tell you if there's a couple easy-to-implement modding XML features we'd really like...) Also: hurry up and give me cancer!
Hierarchical game knowledge?
What I meant is that there seems to be tools for some interesting faction, and that for instance Magnar's made me think of the typical "Tomb King" gameplay... except he has slaves instead of undeads XD. [quote] To be really honest, it feels like a lot of pointless extra work to me if I have to design new units with pre-designed stats that you have already made for faction X just because I am playing faction Y.[/quote] Not pointless. Mechanically, it's of limite
[quote who="Derek Paxton" reply="15" id="3056011"] If you want to talk about modding XML then lots of things can be done. But currently the only example of this in game is that Umber has Poison Vials as a designable item that is only available to them. So their Najaborn units are unique, you cant create a Mancer unit that poisons (without changing some xml).[/quote] That's interesting! I was thinking of modding opportunities here, and I am glad we&#
Hymn of Torak? http://magiccards.info/scans/en/fe/12.jpg
Actually, is it possible to create a faction with a unit that nobody else *can* have, as a unique faction trait? Hmmm, maybe by disguising it as a unit trait that only that faction can have from a unique tech? Are there unique techs?
So the incentive is that these 3 units maximize synergy, and that they work well for a "pre-designed only/in-flavor" challenge, if I understand correctly.
I like the concept of unique pre-designed units, but is there an incentive to build them instead of custom designed one? Is there a thing making them the "faction's favorite", aside from the fact that they're already there? Or are they just identical to custom-built units with the same build choices?
[quote]Those doubting the pay off for this tech (and it's a big investment for an individual, but less so for states) the largest solar energy deal is the one California just signed: http://www.israel21c.org/environment/israel-and-california-cut-worlds-largest-solar-energy-deal which will power 1 million California homes.[/quote] This doesn't prove anything
[quote who="Frogboy" reply="37" id="3052120"]The more games in the TBS genre the better off we all are.[/quote]Provided they are decent and the players are treated fairly. I don't think the release of SotS 2 was very beneficial to the genre, for instance.