http://i291.photobucket.com/albums/ll281/devon_v/OldUnits.png I designed this custom faction in .80, then after .87 was released I deleted the associated Sovereign and remade the faction. The second time around I changed some of the selections, including changing the race from Tarth to Wraith, but I gave it the exact same name. Lo and behold, the custom units I designed in previous games are still present complete with old Blood bonuses.
Devon_v
I've also got to say that a map pack for a game that randomly generates maps is a really odd thing. You know what I'd pay for though? Another campaign. Do some more story telling, that was the highlight of it. Heck, start by fixing up WoM's campaign, it would fit well since it's the direct sequel to FEs.
Yeah, something is buggy with the interest. I had 13,000 gildar in the bank last game I was playing, but if I set taxes to 0%, I had no income whatsoever.
There probably aren't PNGs for those. DDS are Direct Draw Surface files, they're images stored in a format that video cards can use directly. There's a photoshop plugin that opens them, and probably one for GIMP too. You could also ask Google about file converters. It's a widely used standard so there's got to be something out there that will get them into a more editable format.
The shard icons at least should be in the game. They're way better looking then the generic crystal icons that currently represent your magical power.
I preordered WoM way back when precisely because it was a Stardock game. I felt confident that even if it was not all that was promised on release, it would be eventually. Of course I didn't anticipate it taking as long as a sequel, but I can't think of another company aside from Blizzard that would actually say "well, that didn't work. Let's start over." The transparency of Stardock's development I think buys a lot of goodwill and patience as well. Being able to c
Steam is generally a turn off for me. The concept is great, but the execution is poor. It annoys the hell out of me that I have to boot Steam and wait for it to check in (which it fails at now and then) just to run Skyrim even though I purchased it retail. I always check Impulse first for DD games, and I'd rather get a retail version from Amazon than a Steam version if available.
It's handy for remembering what's what. It's not exactly renaming so much as it's assigning a title to something.
[quote who="ten9" reply="84" id="3092584"] I basically agree with you. But I think we are not going to see fantasy archtypes or more distinct races for a couple of reasons: 1) The game has its own lore and Stardock is happy with that. 2) I think I have read about it being difficult to have many visually different races because the game would become very slow. The game engine would need to constantly load various textures and models, slowing down the game.
The game is definitely more fun than WoM, but it's still not reaching MoM-level. The biggest issue to me is that there's still no significant difference between factions and channelers. It's a bit MoO3ish where "realism" is getting in the way of "fun". The backstory establishes that there are only men and fallen, and fallen are men who look funky. Most of the factions differ only in opinion, hairstyle, and skin condition. What they really need is strong unique abilities, unit trai
It's been doing this constantly in the game I'm playing. (Still the same one from the save above) It's always my first city, and the proximity of the battle doesn't seem to have any bearing on it. Fighting battles in different orders prevents the city from vanishing, but once you find a battle that does it, it's consistent every time you fight that battle even after a reload.
There was more than one viable way to break the game though, that was what kept it fun. And since the AI cheats on Impossible, that's the best way to play it. And unless you were save-scumming, any non-flying hero (most of them) was only one Cracks Call away from death. I hated Nature for that one spell. :)
Heh, Artificer/Alchemist was my favorite build. Turn the gold in to mana, and the mana into WMDs for my heroes. Combined with Sorcery for access to Invisibility/Flight enchants it got stupid fast. ;) In my current limited experience, I would say that one mega champ isn't bad, but a few of them quickly obsoletes armies entirely. Just one can be swarmed and brought low by a few enemies, but the overall amount of damage they deal out in groups, particularly when they g
They are under equipment, and cost 1 point each. The staff, Procipinee's circlet, and that pair of bracers are all there, along with a bow.
It's a bug for sure. I've got it repeatable in this save: http://dl.dropbox.com/u/59587053/Vanishing%20City.EleSav Step 1, Kill Spider Army. Step 2, City goes poof. Step 3, Debug! ;) Note that fighting the troll first will prevent the city from vanishing for whatever reason.
Two factions died out very early in my current game on default settings as well.
Sweet! Way more expressive than the one in WoM. Great animation can sell average models, but great models can't sell average animation.
I started in a crappy spot, tried to expand. Relias plopped a town down right were I wanted to go, and claimed a farm and an earth shard. I dropped my own city closer to the resources than his, and constructed buildings into his zone of influence. This caused mine to push his back, and once I made contact with the shard, it became mine. I do not have the Shard Harvesting tech, but I got his shrine, and it is fully functional. The AI did not react in the slightest to this maneuver. I was unabl
I always liked Civ III's approach to this. All resources are spawned when the map is generated. However, if you don't know what a resource is/how to harvest it, you cannot see or interact with it. Thus if you research crystals, it would allow you to see and use crystals, but your opponent would not gain any benefit until they too researched it. Thus you might see someone making a mad dash to fortify an area, and not even know what, if anything, they were defending/harvesting. There could also
Did you start a new game with a newly designed Sov? I find that 2 happens when you have "o" patch saves/sovs playing in "p".
One issue I noticed is that in tactical combat, if you have an opponent exactly two square away from one of your units/heroes and click directly on them to attack, the unit will move into the adjacent square and attack for a total of 1 action point. The AI appears to still have to spend 2 action points to move into the square and then another to initiate the attack. This gives the player a major advantage if they position effectively, and is rather broken in conjunction with the Dominate abil
This sort of coordination and cooperation makes a major difference for end users. Having lived through the mess of incompatibilities that was early Neverwinter Nights modding, I applaud the effort.
My Janusk has dark skin. I think everything else is the same about him, but what the heck, some variety.
[quote who="superstevenR" reply="13" id="2835323"]Thank you Thank you Thank you! im not a poster, just a silent reader with a lot of affection for Stardock. You are making my dream game. Suikoden meets Turn based strategy.[/quote] That's an interesting perspective. I saw too much of Master of Magic in it to consider it in relation to Suikoden, but the whole idea of gathering an army of champions to your cause and fighting for control of the Shards of magic does r
For what it's worth, the tactical animation issues need to be resolved by the animators. Some of the animations don't "end" when they should, and the engine doesn't allow you to input a new command until the previous one has finished animating. This is especially bad with mounted archery, where if you look closely, after firing your arrow, you have to wait until the horse moves its head back to center before the animation actually ends. As for the graphics, "watercolors