Kantok

Kantok

Joined Last seen Member # 2964807
118 Posts 1,026 Replies 964 Reputation

I was writing a post with my general 1.1 impressions and realized that I had a few specific comments on the UI. I thought it might be useful to put a UI post together and have everyone list their UI frustrations/ideas. I'm not so worried about UI bugs (since we've all reported those in the support forum already, right?). I'm more thinking we should point out elements of the UI that could use tweaking or improving. I've seen some of these mentioned elsewhere, but it mig

6 Replies 6,465 Views

[quote who="Cerevox" reply="73" id="2849226"]ebelser, after looking at your posts i notice that you have no bug reports. None. I feel for the people who crash, but if your going to crash, and make no reports i have 0 sympathy, none at all. Most likely you will continue to crash forever, because if you don't report a bug, then stardock has no way of even knowing it exists, much less fixing it. If you want bugs fixed, REPORT THEM. Stay silent and nothing will be fixed. Hon

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You trade equipment between heroes by having them in the same tile. There will be an option for "trade equipment" or some such in the same place where you have Cast, Visit Shop, etc.

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Come back and post your thoughts. It'd be interesting to hear your impressions since you never saw it pre-1.1.

16 Replies 5,827 Views

[quote who="GaelicVigil" reply="27" id="2848299"]I'm sorry if I've offended some, but this is how the game comes off for me and has since it was released. I'm not going to go through the forum searching for posts to back all this up, but there have been a lot of times where a major complaint is raised, Frogboy quickly responded in he affirmative, and it was immediately implemented. Then at a later date, is rescinded because the forum came down against it. One good

47 Replies 109,727 Views

[quote who="nitey47" reply="37" id="2838038"] Allow boarder trespass for 5 turns. This allows you to enter into a rivals territory to complete a quest or plunder a goodie location or to pass through to get to the other side of the territory. This is not a open boarders access, you just get temporary access. Allow Open boarders for X turns (20 or 30 turns). Allows access through both countries for the duration of the agreement. Similiar to what is done in Civ. Territo

79 Replies 186,640 Views

It does support population. Whatever the initial cap is (75?) It just doesn't support expanding the city enough to reach level 2 without further food commitment. From a meta-game sense, you would expect an outpost, even a frontier outpost just designed to be a waypoint for resources, to require some people to keep it running and protected, wouldn't you? Things don't get moved around without people to move them.

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[quote who="Cruxador" reply="299" id="2766709"] Quoting Frogboy, reply 294I will say that those people who choose to assert that we are "liars" or worse are not welcome in this community. There are plenty of web forums that welcome vile, nasty people. But this is not one of them.People who are overly vitriolic are not necessarily inherently bad people. They are likely reacting to their disappointment that Elemental was not as they expected and hoped (and in many cases, no game can be wha

323 Replies 1,269,277 Views

[quote who="Nick-Danger" reply="166" id="2760587"] Quoting VR_IronMana, reply 156...but what's the end goal of saying "I told you so" ?I reject your premise that that's what he is doing. I think the reason why those that raise that point do so is because: -there was a mindset regarding constructive criticisms that not only were they too often ignored when they differed from what brad thought, they were too often met with disdain. -there doesn't seem to be

323 Replies 1,269,277 Views

[quote who="Dr Franknfurter" reply="106" id="2732287"]I don't have a great deal of sympathy for frogboy on this one... he was just as snappy back in july without apology... after a comment that reviews could be hurt by technical problems arising from tactical battles being enabled late, lack of beta involvement in the final tweaking for balance of all the easy to change stats of the final beta and release builds. [/quote] That's a snappy response? &n

182 Replies 522,073 Views

[quote who="ZehDon" reply="4" id="2675558"] I couldn't agree more. Bioware have been making the same game for a while now. I really enjoyed Mass Effect, mostly because it was something different, but they peaked with Baldur's Gate II, in my honest opinion.[/quote] There have been some great games out since, but I'd argue the whole genre peaked with the Baldur's Gate trilogy, especially BG II and ToB.

275 Replies 491,345 Views

Where did you see that they're going the ME route with DA? I remember the huge debates on the DA forums before the game launched because they weren't going the ME approach. Some were thrilled, others hated the idea. Bioware often said that doing the voice over for each playable character in DA was way too much overhead (ie, one male male and female of each race, not counting if you wanted base classes to each sound different).

40 Replies 121,014 Views

Something else that I think would work well establishing minor factions would be if they had the option, once diplomatic relations were established and decent, to bargain for your Sovereign's spell casting prowess. It would reinforce that they were independent nations, but small, and without the one big resource that makes you different. It would also subtly reinforce the importance of Sovereigns in the world to the player as well. Maybe as part of the trade agreemen

63 Replies 223,351 Views

[quote who="Spicy Mike" reply="54" id="2670823"] But wait - food, or potentially food-producing areas? If you fold the actual food production into Outposts & Villages as I proposed, then your empire is based on those villages. Lose them, and you start to lose other settlements as well - you can't just build one, gigantic, metropolis and fort up. I haven't messed with Empires yet (game keeps crashing), but I did read where Brad was talking about how you ne

119 Replies 265,234 Views

I like this idea, though I think it would need to be presented in a very clear, concise way in order to avoid becoming confusing to new players.

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[quote who="Spicy Mike" reply="48" id="2670750"]Some thoughts on cities. Summation: So, to have one Metropolis, you need a total of eleven settlements - two Cities, supported by four Towns, supported by four Villages. Food production can be completely abstracted into Villages, and special tiles & their structures could add to the 'Village' count. For example, a Village with a Farm on Fertile

119 Replies 265,234 Views

After another play through, specifically keeping this thread in mind, I had the following thoughts. Food as the most limiting factor in city spam/expansion is quite achievable with a few changes, most of which Frogboy has said are already being considered. Kill Fisheries and further limit the number of building spaces per level. Once those are done, balancing the seed maps so that players start with one food resource near them and otherwise food resources are rare. Ki

119 Replies 265,234 Views

You're just assuming Ogres aren't smart enough to build themselves huts. That's racist. I'd be careful if I were you. I'm not sure if there IS a kingdom equivalent yet. I had an ogre hut in the middle of my kingdom for about 300 turns and nothing ever came of it. Made me wish I could at least go in and wipe them out or something.

4 Replies 988 Views

[quote who="lswallie" reply="43" id="2670664"] No he is basically shutting this thread down with his response. If your going to let the community in on the development don't do it half way and pick and chose the responses you get. He doesn't want to hear anymore criticism on city building - mechanics are in place basically what he said. I just get irritated when a dev overlooks concerns from the community because we supposedly agreed on said mechanic months ago. We are now testing

119 Replies 265,234 Views

[quote who="bloodystump11" reply="41" id="2670612"] I've only just begun testing the game but this is what immediately hit me about city building. There is no requirement to plan ahead and commit to a long term plan. Everything builds within a handful of turns. If you make a wrong decision, no problem, you can have something else ready in a few turns (on another note, perhaps make building removal take time too ). [/quote] I agree with this. That's why I was so keen o

119 Replies 265,234 Views

It happens sporadically while playing the game. I am always able to reload the most recent autosave and continue on passed the point where I crashed. The problem has decreased greatly since I switched from full screen mode to windowed and lowered the resolution. In ~3 to ~4 hours playing today it has happened a few times. Here are the crash logs for each time. I'm uploading them all here because they are different crash logs for the same issue happening r

2 Replies 514 Views

The tooltip that displays during mouseover in the bottom right corner should move itself to somewhere else when the thing you are mousing over is IN the bottom right corner. I do some of my beta testing on lower end laptop so I play at low resolution and often times the thing I'm trying to select is covered over by the tooltip which makes me stop what I was doing to move the screen so that the object isn't in the same area that the tooltip displays. It's a minor thing, bu

1 Replies 4,885 Views

[quote who="pad152" reply="19" id="2670121"] Would like to see the spell "Lower Land/tile" allowed to create a beach tile! Magic can raise or lower a mountain but not a beach? [/quote] Don't use Lower Land to create a beach. Use Raise Land on the ocean and it will create a beach and meld it into the coastline.

119 Replies 265,234 Views

[quote who="Frogboy" reply="17" id="2670097"] Thanks. We're considering the same system for the magic system. So spell points would be replaced by Spell levels. When you learn a spell, your lore masters approach you with info about the spell you just learned and give you the option of either going on to the next spell to learn OR giving you the opportunity to spend that time going up a level. The display at the bottom would display your spell knowledge level. Spell

119 Replies 265,234 Views

I agree with some of the posters here that there needs to be more defensive strategic spells. I should be able to dedicate my magical might towards protecting my empire. There should be warding spells to alert me when certain CR armies near the area I cast them on. Spells that inhibit magical travel. Spells that slow mundane travel or cause morale penalties (think of casting an eerie fog over a mountain pass leading into your kingdom that slows movement to 1 o

84 Replies 258,681 Views