[e digicons]:D[/e] Well anyhow, it will be nice to have my name after Hf's for Goetia, the summons mod. It's going to be the gold standard in modding. Both in technique and concept. Releasing the game will be a great victory for Stardockia. But it will be the kind of victory that leads directly into another journey. I will have to step up my game for that.
seanw3
If GalCiv is any indicator, the majority of diplomacy will be in future releases. It seemed like it took them right until Twilight of the Arnor to get the details to reach the full potential of the mechanics. That is what I am saying here. We have the basics, but there is so much more detail to be added. Glazunov1 sure is right about diplomacy not affecting the initial reaction, but as a compulsive player and modder, I want more. It's not just switches either. I developed a way to make ea
[quote who="parrottmath" reply="15" id="3255021"]Then you should make all your people half as big. That would be an entertaining mod to say the least [/quote] And then Hf872 makes all his people as half pig. I just can't compete! [e digicons]8C[/e]
One thing this thread has pointed out to me is that Strategy Game of the Year is like winning a beauty pageant in North Dakota. 3 contestants and one of them was literally a cow. The test should be Strategy Game of the Decade. And how do you compare a single player TBS to a multiplayer RTS? It's not the same genre IMO. The rush I get from wrecking someone in say Red Alert 3 before that damn idiot rage disconnects to avoid losing is totally different than the rush I get from a slow methodi
Mmmhmm Mmrnmhrm, I agree. At some point you have to just push the button and release it. A post-release player base is ready to be incorporated and there is so much more they can do after we start working towards 1.1. Like MP and boats and more pony variety. There just isn't anything like this on the market right now. The real question is am I ready for release? It's been such a long beta I don't know how I am going to exist in post-release world. What if 10
I wonder if the devs are going to have a good enough release to actually get to fixing all the mod bugs? Last release things went to shit so fast we didn't get anything after release IIRC. I hope the user file bugs are taken down quickly. The sooner Stormworld is completely a user file affair, the sooner I can start corrupting it with my content.
[quote who="Emperorjarin" reply="2" id="3254226"]I do not like the way bows are currently implemented. At all. There should be slow, hard-hitting bows, and fast, weaker bows, both of which are unlocked and upgraded when you research ranged techs. The starter bow should be fast and weak, not slow and weak.[/quote] I say this alot, but my mod has that. Shortbows have light damage, less weight, small init. penalty. Longbows have much better damage,
Well I for one welcome someone to talk about the lacking diplomatic feel. My personal opinion is that since there are only two or so people designing the diplomatic system, they have lost perspective. It's frustrating because as I look into the xml, I see loads of potential for diplomatic interactions. But many of them are not fully implemented. Now, there is credence to the fact that diplomacy is not the main focus of the game. I seem to remember that Derek has mentione
I would not mind if allies could pass through towns, but I think as you hinted, the code for being in a town is probably linked to passing through it. It's something you might champion for the expansion. Alliances do need some incentive. I also see what you mean now about the lack of political intrigue. There are events and quests I want to add when we have more control over diplomacy with modding. That will have to wait a bit I think. For what we can do, I have a much more
It's a spotty bug. Can't tell when it will happen, but it still does now and then. City defense should not be a matter of wearing your opponent down. Each battle should have the city at full strength, except for the garrison, which can be weakened and destroyed. These battles happen over several months. A militia can be raised in that span of time.
[quote who="Xan" reply="10" id="3254889"]The game could have been released a month ago. I think Stardock should have released it a month ago before the Fall rush.[/quote] Incorrect. Last month there were major bugs and design problems. Would have been a disaster.
Would be nice. I need to know the ballpark of how many changes need to be made so I can release my mods the same day.
We don't need to add 10 new mechanics to the game. Just increase the XP to 50% of Monsters and give more gildar.
Could you be more specific? I keep a tight handle on game ideas. Most people that make suggestions that sound good don't have a good grasp on what is possible with the current game. The ones that are good make it into my mod. Like more summons and city defense for example.
I thought people would have much higher numbers. I would be a little self-conscious if I weren't a megalomaniac. Right now I am just thinking that my opinions are so much more important, since I have played the game 10 times more than you guys. [e digicons]:grin:[/e] Please don't call the authorities. A peaceful hermit, I am.
The campaign is a one shot feature. No one will likely play it more than once. If it's not perfect on release, it's not going to be retried. People are just going to play it once and go on to sandbox. There is no patch for this. Thus it must be perfect on release.
Limboldt has some valid concerns. Let me explain how I see them: [quote]Some of the quests I played in the recent version did not work properly, I could not enter humble inns or when I entered locations for finished quests nothing happened or I did not get any info anywhere what to do else.[/quote] Sometimes an AI goes on a quest. That can leave what looks like an available quest on the map, but it is in actuality taken. My perception: minor UI issue, fine for r
Okay, I see. You are saying depth, but a more exact term would be summons and global spells. I agree about that. I have been modding since WoM and there is very little xml support for global spells. But the strategic depth is not solely based on magic. Much of FE is firmly rooted in the mundane. MoM is almost entirely based on magic. So it has depth, but it is perhaps shallow in those two specific aspects of magic. The main role of magic is in tactical battles for FE. I don't see a huge p
Great preview, except for the spider.
Poor back or not, after a 30hr game you need to take a break.
[quote who="delijoe79" reply="44" id="3254864"] If it were my game, I would delay until 2013 and add more depth, better balance, and better AI.[/quote] None of those things you mention are currently major problems with the game. UI, the campaign, magic content deficiencies, graphical glitches, sure. Depth, balance and AI are all top in the industry. And MoM had only depth on that list. Not to be rude, but your analysis seems extremely off.
There are lots of fanboys here, but all of us recognize the game's flaws and routinely point them out. But most of the problems the game has are not major concerns. The ones that are make it into the changelog. Number 10 is really the only thing listed here that will make or break the game. I do think every beta tester should test it for at least a month before release, but it is their decision. At the end of the day, we as beta testers have done our job quite well. Compared to any game a
They messed with spell immunity and made some new bugs. It was fine at 100 Spell Resistance. Now monsters that have it are immune to anything in the core spells.
What is all this talk of saving and loading? I always quit after one game and then take a break. No more than 8 factions. No larger than Large map settings. Playing through to the next one and then saving seems unnecessary. You have to set limits on how much you play. [e digicons]:-"[/e]
Anyhow, the UI is not where FE will lose review points. It's the untested campaign and download integrity that are the biggest risk factors for next week.