You complaint is very important to us. Please Hold... I am sure both levelup screens will get some love eventually. Since we are getting Faction Differentiation this beta, I would rather we talk about how to make the Empire UI look different from the Kingdom UI. That would be an epic change.
seanw3
Why Dark Yor? The normal everyday Yor would be the result I think. The Dark Yor come much later. This reminds me of that beautiful speech that Cylon gave at the end of BSG about how much it sucks to be a HU-MAN.
The real issue was that the female would often get pregnant when the male was not there...
Beta is next week now. They just posted a dev journal about needing to rewrite some black slavery jokes in the quests...
Ya, Webster is right, but I thought simply ignoring the post was sufficient. No reason to crush the dream.
Conjuration requires an extreme amount of willpower by all accounts. Your ability to hold just one being under your control is significant. I would guess that as the trait system develops, Summoner I-III will unlock the ability to summon more than one monster at a time. That is how Goetia is planning on functioning at the very least. To be clear, spells like Pillar of Fire can only be cast one per turn by each unit with the ability. Spells that are enchantments can be used until
You implied something about summoning 1000 elementals. Currently each summoner can only summon one on the strategic level and one in tactical. Strategic spells can only be cast once per turn by each hero that has that spell. Which spells do you find OP with too much mana available?
I bet Google is planning on covering their losses in law suits by diversifying into the organ donor market.
They don't let demo users into the forum?
You can search their forum for guide. There are alot of good ones. Can't say I remember any of them though.
[quote who="Bellack" reply="15" id="3129600"]How do you know that it is a "waste of resources" do you even know what your talking about? I doubt that you do. The SD devs are the only ones that will know if they are as you say ""wasting resources."[/quote] This reminds me of a few weeks ago when Brad mentioned how releasing a beta took alot of resources they need to be spending on the game. [e digicons]:typo:[/e]
The biggest problems I have with GalCiv2:TA are the scale and time issues. The distance between a planet and its sun is not equal to the distance between two suns. I would much rather get rid of the stars altogether and just show planets. And 1 week per turn is a little off for the time scale. It should be 1 month at least. The only real problems I had were the ones I couldn't mod out. The others were temporary problems. But it is still to date the best space TBS out there thanks to the w
It would be nice if Path of the Mage offered some generic spells or allowed that hero to utilize spells you have researched in the tech tree.
RPG* not RTS
I think what we are seeing is some fallout from the Imbue era of Elemental. With the need to Imbue a caster, it made sense for many spells to require no prereqs. As we transition to a game without this mechanic, many spells no longer make sense without some kind of prereq. There are spells such as Obscuring Fog, as a hypothetical example, that should require some magical proclivity to be used. It is not good to allow the spell to all heroes just because it has been researched. I would say the
I make a little story about each hero. Each traits adds a piece of the story. Love it when a hero gets amnesia. Adds so much to the story, often sending them on quests to get their memory back.
I am planning something like this for my Ivory Towers Mod. You have a long series of quests though that eventually unlock spells like that. I was thinking the Hero would be sacrificed and a new Hero Demon would spawn in your capital. Each one decreases relations by 1, but you have other spells and methods to avoid war.
Mana Blast would be fine if it costed alot of Mana, but at 30 Mana per shot it is balls out insane to have in the game. I am pretty sure it was meant as a cheat to help poorly skilled beta testers.
One to think about too is how the current spells might be changed to have more uses and options. You might look at the Target Type tag for each spell. It seems that many of those spells do not reach their full potential because they are limited by what they can target. Did you know for example that AoE spells could be set to work even when friendlies are in the area of effect? It can be set to damage them as well or ignore them and only hit enemies. For some reason the spells are set to not b
I think this thread has petty much run its course. It would be scavenging, not hijacking IMO.
LOL I did that too on my first game. For some reason I thought spells were not effects. [e digicons]XD[/e]
Of course I am aware of the 3D nature of space, but it can be represented in 2d fairly well. We have been doing it for decades. Unless Brad specifically says that he wants to build a 3d engine for a space TBS, there is no reason to think it will happen. I would love it if it did happen, but I have no reason to think it will. He has said that the current engine could easily be used to make a space TBS game. Hint hint... BTW, Sins represents its systems in 2
I must disregard your assumption. There is no logic to it. You may want it to be 3D, but there is no indication that it will be. 2D is best for TBS and they already have the perfect engine for it.
Great ideas here! There should also be an injury that doubles the enchantment cost on that unit. There already is a building that makes all enchantments on the city free, but for some reason this bonus is hidden from the player. Probably needs to be added to the tooltip. I don't see the point of giving out 5 free mana upkeep. That is the same as 5 mana per turn, but needlessly complicates things. Better to just giv
How about a spell you cast on yourself that boosts your relationship with all factions by 3. That could help prevent wars, but it would need to cost at least 10 mana per turn.