Doopliss

Doopliss

Joined Member # 2807933
7 Posts 44 Replies 324 Reputation

Unfortunately, Gildar is also very close to Gilder, a dutch coin ( http://en.wiktionary.org/wiki/gilder ). How about reversing them for Amgir or Redlig? :P

232 Replies 344,383 Views

[quote who="cephalo" reply="73" id="2540948"]In my opinion there is nothing wrong with dark scary evil empires vs. shining light good kingoms. I think that if you try to get away from that it's clunky. Fall from Heaven allows this, and the result is that you have civs going completely against their nature and avoiding their strategic strengths. It's one thing when you allow the player to turn a race of vampires towards serving the common good, but if the AI does it things get really goof

115 Replies 216,523 Views

[quote]if it's a man it's a rather skinny one.....[/quote]Elves.[quote]blowing up the image reveals what appears to be long white hair behind the helmet...[/quote]Elves. I do agree with Reapy that the fallen all seem very samey (Magnar, Resoln and Yithril particularly. Their armor is even extremely similar in design), but they [i]are[/i] all sovereigns (Judging by the Kingdom pictures) and the gaunt half-quadruped creature in the Tolkien comparison thread may have got my ho

115 Replies 216,523 Views
Reply to Blood Bowl in PC Gaming

I played the computer version for a while, but then had my reputation shot when I lost my connection in my fourth online game (Was winning as Goblins, too. D:). I should probably suck it up and work my reputation back to a decent state one of these days, but Demon's Souls currently has the #1 claim on my time.

14 Replies 49,021 Views

[quote who="MindALot" reply="3" id="2536357"]Of the two, I hope Elemental is more like Master of Magic when it comes to # of units, and hero specialization (even if it is mostly through custom items). I'd rather see small, interesting armies instead of large masses of units.[/quote]I'd like to see small, interesting armies [i]versus[/i] large masses of units. Ideally, both are viable to accomodate magic usage and specialization.

46 Replies 123,105 Views

I'm actually fond of Dominions, slow-death afflicitons/curses/spells and all, but I agree that generals, family members and champions need to be less fragile in Elemental.

48 Replies 201,853 Views

[quote who="MichaelCook" reply="6" id="2525855"] Unless there is a strong military or magic decision (ie invest my limited resources in military or magic) then I would expect to see something like Master of Magic, the biggest civ has both the best magic and the best military production (Fantastic Stables! Woo!). But if both military and magic are roughly equal, then the biggest civ will have the best overall anyway.[/quote]We already know Essence is an extremely limited resource that can

37 Replies 171,883 Views

I believe the idea of an interesting endgame wasn't that randomness would make the weak strong, but people would be amassing different types of power (Adventure/Magic/Diplomacy/Military divisions being the most obvious) that would clash in interesting ways instead of a "battle of the biggest". No randomness at all was mentioned in Frogboy's examples of endgame turnarounds; unexpectedness, yes, but the person planning it still worked for it and intended the outcome.

37 Replies 171,883 Views

The idea that Ubisoft would use a subscription model seems like a good way to lose a lot of money. I doubt many people would play their big sellers for more than a single "subscription cycle" even when buying them permanently.

107 Replies 272,630 Views

If I'm reading that right, you're assuming an assassin can reliably kill an immortal demigod-wizard inside a very fortified capital city. Which, frankly, is a kind of ridiculous assumption.

8 Replies 5,708 Views

[quote who="Demiansky" reply="19" id="2491485"]I agree with you on most posts, but not on this one. If you hand a green soldier a flaming sword, they aren't going to understand that the heat generated by the sword allows them opportunistic blows on otherwise sturdy joints in the armor, or the ability to melt and smash a faceplate in a helmet. Likewise, a veteran soldier would understand the subtle unpredictabilities of how opponent moves in battle and how to better deliv

59 Replies 38,326 Views

[quote who="Demiansky" reply="8" id="2490791"]Forceful is exactly what is necessary. In theory you are right, but this balance is never, ever achieved in strategy games. You are treating unit design like a free market, which works well when an individual has perfect information and is capable of behaving perfectly rational in their own best interest. Assuming that players will have this, you also must assume that the per capita benefits of fielding&n

59 Replies 38,326 Views

[quote who="GW Swicord" reply="2" id="2490484"]I'm confused. I thought the dev plan for "no built-in units" was in part all about enabling players to develop elite units that really stood out in a crowd. What am I missing? [/quote] It doesn't refer to [i]making[/i] elite units, which you can also do with preset unit types, but transforming previous units into elites. In Master of Magic, one's units grew more experienced as they fought battles, with accompanying stat boosts,

59 Replies 38,326 Views
Reply to Lore cards in War of Magic

From a pure history and lore standpoint, you can even spawn cards based on actual game occurences. Medieval 2 marked locations of particularly major battles on your map.

5 Replies 5,120 Views

[quote quoting="post"]Q: How do I get more essence?[/quote]You can get more essence by leveling up your sovereign. [quote]Q: Map scrolling, via click and drag only?[/quote]You can also choose what part of the map to zoom in to by hovering the mouse over it while zooming.

7 Replies 5,253 Views

So far, so awesome. I can't wait until the Quest beta. I would like to see "Reach Location X" or "Move Object/Unit X to Location/Unit Y" conditions. It seems more open-ended than "return object". For example, "Move Chosen One to sword in stone", "Move magic ring to Mt. Doom" or "Move druid to heart of the forest". While I'm at it, quest consequences do need to be able to remove items/units/world features as well as add them. Is there any chance que

101 Replies 269,605 Views

I got Dark Messiah: Might and Magic off Steam and was pleasantly surprised, considering it's a B-Movie of video games. I've gotten into a bad habit of using it as a benchmark price for valuing older games.

20 Replies 49,357 Views

Are you certain that MoM sawmills give you a hard 25% boost? Mine says "increases the production of forest tiles by 25%", but the game is pretty buggy... I only built it early if I had five or more forest tiles in the city's influence or wanted archers. The issue is that the Sawmill opens up the Forester's Guild, and that does give a static production boost. Lots of my non-military cities also went without a barracks. You're definitely right that most MOM ci

8 Replies 5,855 Views

I don't actually mind diminishing returns on "infinite" techs. Continuing to specialize after you've reached the "end" of the tree seems like it could easily spiral out of control, Farming 1 reqs be damned.

5 Replies 34,989 Views

Entering the Unit Design screen results in severely messed-up colours, and creating a new unit displays a blank screen. [IMG]http://i36.tinypic.com/xf94ir.jpg[/IMG] DXDiag: http://pastebin.com/m33b26c0b Unfortunately, pastebin ate my debug.err.

0 Replies 1,014 Views
Reply to No ICS please in WOM Ideas

I thought you could build additional cities for free if the ground was already infused with Life Essence. But then, it's not exactly clear how Life areas expand. In addition, though, you have the Governance Penalty. After a certain point, the more cities under your control, the less efficient each one is. This is generally worked around by turning some into computer-controlled vassal states, after which you have a whole new breed of politics to worry about.

21 Replies 11,774 Views

[quote who="Einlanzerous" reply="31" id="2393672"]Building things at the cities makes little sense, the grid is logical, for a time, and then the moment you place a building or two it has an issue allowing building placements anywhere except right next to that piece you placed. It makes it hard to create beautiful cities. [/quote]The thing is that you can fit four buildings on a single tile. I suppose they'd rather you fill it up one tile at a time instead of having a huge, sprawling ha

39 Replies 88,000 Views

While trying out the Fallen, I appeared right beside an Ominous Spiderweb. I built my first town and walked right over to destroy it, and a bunch of spiders appeared. I misclicked on my attack attempt and went into my new town. The spider was right next to it. When right-clicking on the spider to exit, my channeler appeared right on top of it, not attacking. It was the last of my move. When I ended turn, the spider fled.

0 Replies 863 Views

When first changing the game to Windowed mode, the "restart needed" box's text didn't wrap around properly, so all that was available of the message was "Certain Changes" before it vanished off the side of the messagebox. It was done in the main menu, without a game started. I haven't been able to reproduce it.

0 Replies 864 Views