Tempestwrath

Tempestwrath

Joined Member # 3115358
10 Posts 67 Replies 460 Reputation

Rather than having equivalent DEF, I think it'd be more interesting if wizard equipment sacrificed the defensive enhancements endemic to armour but in their place added considerable bonuses to spellcasting. Simple things like additional INT (mind you, INT increases spell resistance too!) and spell damage modifiers (Perhaps different robes bolster different elements) all the way up to additional mana generation and special abilities. (wands that shoot a weak Flame Dart-esque attack, for

9 Replies 4,752 Views

[quote who="Wintersong" reply="52" id="2841166"]Except for the game that I'm playing right now in which I have an horde at the gates in turn 3, playing on Normal I don't see much of roaming monsters. ANd lately the worlds seem very very very barren. Thank goodness for resource tech spawn. Has anyone else notice that: 1 -if you enter the Shop with a character that is not the Sovereign 2 -but that is in the same stack as the Sovereign <br

66 Replies 133,006 Views

Five things I would prefer for dealing with spell-cheese and spell scaling: 1) Spell casting requires twice the AP it currently does. (Because spellcasting should really be a significant thing that takes a lot of effort from the caster.) 2) One spell can be cast per turn per caster. (To avoid spamming cheese.) 3) More spells scale with INT, perhaps if not direct damage for elemental spells, with tertiary effects, to keep things interesting and flavorful for the var

66 Replies 133,006 Views

[quote who="Vyarloq" reply="27" id="2840395"]One glitch, One request. Request-Can you put a smoking waste symbol or something where my poor caravan gets attacked, after the battle. It would also help to know what town source and destination caravan was killed. I have caravans going everyway I can imagine. Suddenly one gets wasted. I have no idea which town to build out of, so I build in every town with an available caravan build. When teh builds are complete, then I have to guess w

42 Replies 106,470 Views

I brought this up in my 1.09q thread earlier today. My suggestion was, if I recall, simply to boost the population cost of buildings to the point it's actually relevant, especially tier 4 and 5 buildings and those that can be built repeatedly (arcane labs, etc). If you slow population growth, if the level demarcations stay the same you'll eventually end up with the exact same problem as there is currently; it'll just become relevant later rather than sooner. </

12 Replies 8,937 Views

It only lets you talk to them if you can actually afford their services. If you cannot, it won't let you talk at all. Apparently, the only options thus are to hire them or to tell them off even though you can afford them. If you look in the little tooltip thing under "speak to" when they're selected, it'll show their hiring cost as a pop-up.

10 Replies 5,647 Views

This simply brings up the issue, however as to why that equipment costs so much for champions when units can get the exact same equipment relatively cheaply for trained units. If you incur larger maintenance penalties for armies and reduce the cost of gear proportionally for hero characters, everything suddenly feels somewhat more on the same order of magnitude and falls into place a little better.

13 Replies 11,728 Views

[quote who="Soziele" reply="15" id="2839994"]So just a minor gripe but why do we not have any basic text-editing features when creating a sovereign? It isn't even possible to erase the "default" backstory by highlighting then deleting it, you have to backspace through the whole thing which is a pain.[/quote] If you double click in the text box it highlights the entire thing so you can delete it. It will turn a bright yellow-orange. &nb

42 Replies 106,470 Views

[quote who="DarkSide73" reply="4" id="2839882"]Maybe I am not very good - but since the beta had started I have never been able to play a full game and I am always low on money over in the negatives.[/quote] How odd. My amount of crashes have decreased dramatically in 1.09q to the point that I don't even consider it an issue. As far as the gildar goes, my income gets to the point...well....here's an example: With a somewhat-well-managed kingdom, that

13 Replies 11,728 Views

I think this is where Brad's trying to go with Elemental's AI, actually. That's certainly how it works in GalCiv2, where each race has its own methodologies as to how it goes about building and expanding. But the key to that is first building an underlying AI system that actually works on a base level and can actually play the game with a basic level of competency, and that's what the current 1.1 AI aims for. In short; you have to crawl before you can walk, and walk befor

1 Replies 2,471 Views

I've been playing the 1.1 betas for awhile now, and have even gotten in a few complete games (The first ever, actually. Due to crashes previously, I'd give up once things got to the endgame point because crashing every ten turns while you do your victory march to eliminate the final opposition was just a bit too painful) and have a number of things to say about it. Overall, I think the game's taken a tremendous step in the right direction. While I was one of those people t

13 Replies 11,728 Views

If it's Bill Roper, I'd be... well, to say "disappointed" would be an understatement. I dealt with his messes in Champions and Hellgate and would rather have him as far from my favorite software development company as is reasonably possible. My creeping dread surrounding this notion is probably due to his recent leaving of Cryptic a few months back. That being said, Soren Johnson would be amazing. Or anyone, really, that has ex

133 Replies 445,059 Views

A random "A"-type change that might be useful for 1.1, as it doesn't involve totally overhauling things, is a slight modification to the Adventuring tree. I think it'd be a fair idea to make quest destinations at least, as well as quests, appear after researching them in the deadzones away from resources--perhaps making them spawn a minimum distance away from any cities or areas of control. With the restructuring of the game so that wasteland areas typically exist h

193 Replies 141,987 Views

Did another one just come out or something? Am I missing something that I shouldn't be? Or perhaps it's because I have the multiplayer-enabled version? Or was he referring to the hotfix to 1.08 from yesterday evening? Pardon my confusion here; I suppose it's a random bout of paranoia and patch-anticipation for the tactical battle crashes with summons. That being said, the level of support Stardock has given

20 Replies 12,336 Views

1.1 has always been scheduled to come in September; presumably by the end. As September only happens to have 30 days or so, their offer has not in fact changed one bit from what they originally proposed.

193 Replies 141,987 Views

While I don't think copy/pasting another game's combat system is the real solution here, I think a good way to go about things would perhaps be to instigate two changes that interact with eachother for tactical combat. I: Unit Action Point Differentiation Units with progressively heavier armor need to have penalties to their action points. This simulates them being slower on their feet and slower to attack. An unmounted, lightly ar

20 Replies 43,725 Views

I think the logic behind caravans and food is that food is a perishable good. A given city with a farm can produce a large amount, but it can only physically use so much of it, and a lot of it, theoretically, goes to waste. Caravans that are linked from a non-producing city to a producing city make less of it go to waste by transporting it to places where it can be used before it goes bad. This is represented by the output of the city increasing. Perha

35 Replies 33,786 Views

I feel the reason why the whole Sovereign-death-needn't-be-the-end-of-the-faction-or-game thing, coupled with the Dynasty system, needs to be fixed so that things are inherited, is simply common sense. Good game design is intuitive. And intuitively, if you have a whole system in place with descendants, that even details out who's next in line for the throne, the logical conclusion is that, in the event of the current person on the throne being dispo

90 Replies 328,310 Views

@Sinful And I'm totally with you there. I've just noticed a habit from a lot of the more vitriolic posters that basically insists that it's absolutely impossible for anybody to derive enjoyment from their purchase, for no other reason, apparently, than the fact that they are upset about it. And they want others to feel that way. There is of course the other half that can't seem to accept the fact that the former group i

33 Replies 159,088 Views

@Istari I didn't mean any purposeful knock against you, specifically. I simply meant, in general terms, that the developers will likely review what they think are appropriate and good improvements for the game that fit in their vision, or are particular hot button issues among players that have objective merit rather than personal preference (And, well, if anything, this forum has demonstrated that people are more than willing to show their opinion on issues!), and integr

23 Replies 13,786 Views

Demigod was actually only published by Stardock. It was made by Gas Powered Games (of Dungeon Siege, Supreme Commander, etc), which tends to try a lot of cool things in their games but they've pretty much been all over the place as to how good they actually are as a whole. They didn't really have that kind of hand in development. That being said, I think the IGN review is fair (which is quite a compliment, as I really don't think very much of

40 Replies 119,306 Views

I had something along those lines happen to me in my current game. My Sovereign's offspring married into another faction's family fairly early on. That nation, shortly after the marriage, ceased to exist in a war with another NPC kingdom. This is well and good. And then children happened! Which was going to be better, until about half of my Sovereign's grandchildren decided to align themselves with the nation that no

6 Replies 6,077 Views

There was a game that I closely followed the development for that was in the end, basically a victim of design-by-committee. The game was Tribes Vengeance . Basically the developers, Irrational Games, was in close contact with the TribalWar and other forums to help them design it more in the vein of the original series of games by Dynamix. At great length, members of the forum picked apart various mechanics they disliked and Irrational adapte

23 Replies 13,786 Views

@lord ebonstone I would assume, then, the fact that I've been playing the game just about every evening and enjoying it greatly is some kind of strange illusion of fabrication on my part? I can readily admit that the game has a number of flaws, some of which are striking (I've elaborated both on these forums and to friends of mine at length concerning such things), but that doesn't mean that I'm simply not enjoying it for what it is. Assuming tha

33 Replies 159,088 Views