[quote who="Simsum" reply="75" id="2650627"] Damage types are great, but what about unit types and special abilities? I'd like guys with pole arms to stop mounted charges, but I also want guys with bows & daggers to get crushed by mounted charges. And eh.. It might be cliché, but I'd like dragons to breathe fire, golems to be impervious to magic, swamp monsters to be able to move unseen & ambush stuff in swampy terrain, and so on. ... The GUI needs
imbiginjapan
Pg Down and 9 on the numeric keypad are the same. It sounds like the numeric keypad allows 8 way directional movement.
I got the Assassin Nabaja, went to a quest trigger with her and got the Rats in the Ruins quests. After going to the ruins she got 1 dead rat item. However upon going back to the quest trigger I was informed there were no quests to complete and this quest had already been taken. In order to complete the quest I had to give the rat item to the sovereign and then go to the quest trigger. Only then was I able to complete the quest. Save showing the behavior. Nabaja has the dead rat in he
The current version of the game itself isn't all that bad performance-wise but I'm still skeptical that video card would do very well. Mobility series cards are always weaker than their desktop counterparts. You'd definitely have to turn off shadows and probably keep the rest of the details quite low.
[quote who="John_Hughes" reply="44" id="2593348"]I can see 4 viable options (some listed already) 1 - Pop up Info/Tip Boxes (of any highlighted object on the map) via the F(?) button. (on demand mode) 2 - Advisers - again in some form of on-demand mode (advise could be categorized for ease of use.... Cities/Tech/Questing 3 - A Demo (no better way to get into a game than playing a small demo version) 4 - A comprehensive in Box manual, that is then su
I see two separate components to learning a game where a tutorial and advisors are each respectively helpful. The first is learning the UI and mechanical interactions within a game. Here a tutorial mission is very useful as it gives new players an idea of what is possible within the game world. Missions like this should generally be stand-alone and skippable so players that feel comfortable can skip it and not be bored. Nothing is more frustrating to a new player than not knowing how
http://dl.dropbox.com/u/6059389/DxDiag.txt http://dl.dropbox.com/u/6059389/debug.err CTD When selecting equipment in the Create Sovereign screen. I was able to reproduce by just randomly selecting equipment until I crash.
[quote who="Peace Phoenix" reply="27" id="2581263"] + AI-controlled sovereigns now get sent to their closest city if they are defeated in battle. If they have no cities left, they are killed, and their faction is destroyed. I hope we have now a way to raze a city. In beta 1G, the only way to be able to have a conquest victory with lots of opponents was to kill their sovereign outside their cities to have their cities disappeared and avoid the exponential city cost.[/quote]
[quote who="Lavitage" reply="26" id="2581163"]Overview: The major resources in the game have been switched over to being GLOBAL (per-player opposed to per-city). Building materials, metal, and crystal are added, per-turn, into their pool overall pool, while food is stored as a players 'net-food', whch gets spent on housing as the player wishes to expand it's cities. I bet this'll get a lot of hate, but I kind of like it myself. Shuffling resources from city to city is the kin
[quote who="vieuxchat" reply="24" id="2579290"]Things can get really complicated but it's not necessary complicated for th euser. In elven legacy you can have a lot of modifiers for combat. But a mouseover tooltip just says what are the odds. You still have to know what a "bleeding" weapon does, but a tactical battle need options like this to be interesting. I know I would kill for a combat system as evolved as Combat mission, or the close combat series, or the steel panther series
[quote who="Tormy-" reply="21" id="2579268"] Quoting imbiginjapan, reply 20 Frogboy, you said that you want to allow as many damage types/resistances as available to be stacked on an item but I don't care for that and hopefully I can explain my case a bit. Some will likely disagree with me there but I don't want to have to sort through 7 different modifiers when I'm being attacked to figure out what this new weapon that the enemy is fieldin
To clarify the instant conquest victory is not a bug per se - it won't be reproducible in the sense that a certain set of steps will cause it... it's just the AI sovereigns fighting NPC monsters offscreen and losing, so it happens completely independent of your actions. The white screen problem is a bug that is separate from the insta-conquest result... it happens when you start a new game up right after another one.
What's the potential here for making 'story based' single player maps? I used to like to mess around with the HoMM map editors to create missions where there was an overarching storyline rather than a sandbox map. You know, things like "Quest for the Golden McGuffin" or "Yet Another Amnesiac Orphan who's also the Chosen One". (Hey I didn't say the actual plotlines were creative.)
Frogboy, you said that you want to allow as many damage types/resistances as available to be stacked on an item but I don't care for that and hopefully I can explain my case a bit. Some will likely disagree with me there but I don't want to have to sort through 7 different modifiers when I'm being attacked to figure out what this new weapon that the enemy is fielding will do, and then again to figure out if I can hurt them. I prefer a cleaner system where a weapon can
I do like the thread title. Couldn't we all stand to have a little more Density?
Kind of odd how every post on here except for Myle's posts appear to be written in the same manner, no?
Are you talking about seeing the beta? Only the cloth map is implemented. I would suggest you take a look around and educate yourself about what is and is not in the beta and the graphical engine as will exist in the full version...
"Ray, when someone asks you if you ' re a god , you say "YES"!"
I mentioned some of my feelings on this issue in the most recent "OMG! PC gaming is dead!" thread. I am happy to use Impulse for single player titles. From the technical perspective I generally prefer Impulse particularly for the fact that I can install a game on any drive partition. The fact that Steam installs to a single root path is a pain. Impulse generally gets me better download speed but as someone else mentioned patching seems to be less reliable. When it comes to the "value ad
Check to see if Impulse settings are set to show pre-release or not: Solution You will need to enable pre-release versions to show up in Impulse to access your beta. -Click the blue menu button in the upper left of Impulse -Place a check in the box for 'Show pre-release versions' This should let your beta item show up under the appropriate tab in Impulse. (My Games for gam
Since the assets are already created for the "full" game there is hardly any additional cost to EA to pull this off. There are enough fans that are rabidly eager to get an early taste of a game that it will pay off... sort of like offering Beta access with a preorder![e digicons]*_*[/e]
[quote who="Nesrie" reply="98" id="2571387"] All your "added" value disappears when Steam does. Hey the platform has a lot going for it but there really is no way around that. I don't care what the fans say, none of these companies are going to throw out thousands of patches they polish up their resumes and are escorted out the back door.[/quote] I have no illusions that the service is immutable and eternal. Just as I trust Stardock with my money for a game that is not
[quote who="Itharus" reply="100" id="2571438"] Frankly I'd prefer not to even use Impulse, but at least I can stomach it. I mean wtf am I supposed to do if I randomly lose my internet connection and I want to play a STEAM supported game? [/quote] I've never had a problem using Steam in offline mode when I'm "off the grid" and on my laptop. Steam requires you to run the game ahead of time once online to allow it to be used in offline mode but presumably this should
For unit names I lean towards the side of practicality - a player can then decide something "fancier" later. I do think a system where armor and weapon levels/types play into it would give enough flavor... so units with high move/speed could be "scouts" or "rangers". Armor types Light/Medium/Heavy... weapon types, archers, longbowmen, spearmen, swordsmen etc. So for example a highly mobile ranged units would be "Light Rangers". An armored knight regiment would be "Heavy Lancers" etc.
[quote who="Frogboy" reply="40" id="2571022"]Okay, I'm trying to distill the ideas presented here. So here's what I'm seeing: NET food becomes a global resource. That is, I build a farm and it provides 50 food into my global food resource. When I build a house, it consumes food. So a hut may require 1 food to build. City population thus becomes decoupled from local food making housing interesting and fun. If for some reason (farming outpost get