They have already said you will be able to mod the game including adding your own art if you have the tools and the skill. I don't think they need to have playable elves, trolls, etc. That would make it a very generic fantasy game indeed. I'm happy with it as is for the moment, though I may try out new races modded in.
econundrum1
[quote who="Valiant_Turtle" reply="15" id="2379580"]Wow, just a little bit of sterotyping going on here. First off there has always been a strong and devoted Christian subculture withing the Role Playing World. You can find author bylines on articles on Wizards site (and others) with clear declarations of their faith. Tokien was a devoted Christian after all. I have friends who were introduced to D&D by their Youth Minister. Second Monks of all types ten
I think monsters should have behaviours and motivations. So for example giant spiders would tend to stay on one spot on the map waiting in ambush for prey. Most of the others would fit the categories you suggest.
The fallen are not really evil humans, they where origionally human but where twisted by magic and while still similar to human aren't really any more.
It's the world name not your country name, but yes trying to change victory conditions does seem to trigger the game to generate a new random name.
[quote who="shayde0007" reply="29" id="2378849"]Well there isn't too much to comment on yet. Right now it is like looking at a bare skeleton. It looks like the skeleton should look though, and I am exited to see it more fleshed out. Once they add some flesh to the bones and I can make out some facial features I'll have more to comment on. I've never been in a beta from this early - it actually seems like more of an alpha than a beta, but I suppose that is simply b
Actually I have to add that any one religiously fanatical enough to be truly offended by this would probably not be playing a computer game in which they play a demi-god magic user. As I say there is not harm in changing it if they want to, but I can't see it doing sales any harm if they don't because as I say 99% of players won't know and of those that do 99% won't be offended.
I think you're trying to be helpful sammual, but I can tell you as a sometime software developer myself without detailed and specific information about the crash and the system that produced it a general overview like this is no use at all.
I think they just haven't put it in yet, Beta 1 is mostly a compatability test as they said in one of the sticky notes above, so lots of descriptive test and specific icons aren't there yet.
[quote who="BoogieBac" reply="17" id="2379256"] Maybe every beta stage could have a new intro that reflect the passing of time in videogames (now i'm asking alot i know!) We were thinking the same thing, actually [/quote] Cool that would be great.
I guess some might, although I doubt 99% of player would be aware of this still no harm in changing it a little since you've pointed it out.
Yes I think the OP was joking, the intro gave us all a great laugh as did the test on the title screen. I to however hope they sometimes change it on other releases to something equally fun.[e digicons]:D[/e]
I agree it is easy to click in the wrong place by mistake, they do need to improve this at some point before the release.
I agree these things should be implemented, having said that they are probably already in the pipeline for a later Beta as they are pretty basic things that stardock spotted the need for in GC2. This is a very early stage beta mostly to find crashes and big bugs, a lot of thing are not implemented yet.
Actually one thing in your post I strongly agree with certain types of monster should have either no roaming or limited roaming within a territory of a certain type. For example trolls in hills or mountains, spiders being territorial ambushers should probably not move around much at all and mostly be found in ruins or forests.
I have also now encountered this problem but only in one game so far, the camera moves fairly slowly in one direction even if your tring to add a building at the time doesn't matter what your doing or if anything else is moving. I could find no way to stop it. So I quit exited the game and started a new one. then it was ok, was making me feel a little sick.
Thanks kryo, that makes things a lot clearer, loved the 8 bit intro by the way that was fun.
It's not really getting me steamed I mean it's a very early beta, at this time I expected lots of crash bugs on different rigs so I'm not put of by this at all. It will be a while before it's stable and anywhere near feature complete.
I thought that was probably the case but some basic description place holders that give the idea at least of what it does would be a good idea soon. What we really need is a good list of known issues.
You may know this already but it does make city building as the fallen hard since you don't know what most buildings will do. Basicly I've noticed when playing as the fallen most all the buildings lack any description of what they do. This is not the case when playing the human races I've tried so far.
More often in the title screens or menu's when looking at races to select the game just suddenly exits producing no apparent error message. This almost always happens if I spend too long trying to select a race but has also happened at the title screen before I select to start a skirmish. This is the debug text from the last crash which happened in the race pick screen.</p
I agree they need to have a system of slots for equipment like an RPG, that would make it plain how many wrings you should equip, etc. I also notice that some equipment like shields don't show up on the model, even though it plays an animation like it has just got a shield. I assume that's just because the graphical element isn't ready and it's not a bug.
I've also never subscribed to the idea that turn based stratergy has to mean ugly. It's like saying good looking people have to be dumb and clever people have to be ugly. Go for it Frogboy I want pretty and clever.
Well I think it's rather exciting, and knowing Stardoc games the way I do I have no doubt that doing this will not mean they put any less effort into great game play. I can see how this makes it easy to produce very visually unique units, I also wonder to what extent the physical modelling might be reflected in the capabilities of the unit? <p style="margin-bottom: 0c
I think it would be nice to have various categories of relics you could choose to include in a game or not. e.g. defensive, offensive, enhancments, etc