[quote who="Denryu" reply="44" id="2431353"]If you focus on warfare, warfare warfare, the cost of doing so is that you are not advancing in other areas. This may be a "realism vs fun" issue, but seriously if a faction focused on just warfare, wouldn't they start to get really good at developing warfare tech and thus push research costs down? And I realize this is all still up for a LOT of tweaking.[/quote] I don't agree. If you want someone to research how to build siege engines, do y
Tridus
[quote who="pigeonpigeon" reply="34" id="2431086"]This is perhaps the most ridiculous paragraph I've ever seen on these forums. Nowhere did Stardock sign a contract that says that they can only listen to people who pre-ordered the game, everyone else be damned. Who gives a crap that we already bought the game? It does not entitle us to anything; the fact that we get to beta test the game and thus have, in all likelihood, a disproportionate effect on the game's development should be enough for
Anybody buy it off iimpulse having problems? I'm being told that my serial number isn't valid even though its showing up in my games list. It won't download. :(
That new research method sounds pretty good. It's got some randomness, but not the kind that will bother people (at least, it doesn't bother me). Good stuff!
Force Unleashed was at best a mediocre console game, which means that on PC its going to be pretty terrible.
I got it off Impulse too. It won't take that long for me to download. Fiber is win. :) (Unlike say the Champions Online patching process during the free weekend that just ended. God that was terrible.)
An easier assumption is that you don't have a total grip on your area. You can issue orders and direct things, but not everything that happens happens because you tell it to. So there's no reason to believe that some locals couldn't obtain their own weapons and go play hero. Some of them might succeed and become actual heroes, and those could show up at your doorstep.
[quote who="Raven X" reply="27" id="2428758"] If the last two Beta's are any trend then stability probably won't be a major issue they address until the basic fleshed out game-play skeleton is there. Meaning all the scripting for the actual mechanics (not withstanding tweaks of course) as these can cause new bugs and crashes upon introduction. When they have all those in more or less, then they'll really address stability and we'll start the long debates on balancing. [/quote]
[quote who="Tasunke" reply="57" id="2428513"]well, tech visibility has been in every game I have played thus far, and It eventually lends itself to the same path over and over again. [/quote] That's not really a bad thing. It's what rational players will do. If some techs are always better then others, of course anybody who knows what they're doing is going to go for the best ones first. You're trying to address it by the symptom (smart players always go for the bes
[quote] Basically I think there needs to be lots of situational/randoms, and that technology growth should be completely blind. [/quote] Yep, you're losing the audience here. :P Completely blind techs would be something that I would mod out the second its possible to do so. Games where that much is in the hands of the RNG are not something I find enjoyable.
[quote who="stupored" reply="36" id="2427895"]To use 'doom fire' as an example: Your opponent wins the lottery and gets 'doom fire', they proceed to burn down one of your cities with it. Once this happens, your tech tree expands not only to include 'doom fire' as a warfare milestones, but also 'volunteer fire brigade' and 'fireproof building design' as civilization milestones and maybe a fire extinguishing spell as a magic milestone. Now, you're not only prepared for doom fire attacks, but yo
Its a bit flaky in some places right now (towns, and particularly towns with caravans on top of them), but its working pretty well otherwise and I hope its something they keep. Being able to customize the card when making a new unit is awesome, my wife looked at that and was suddenly really interested in the game. (But don't worry, the melting hard drives thing scared her off for now! [e digicons]:rofl:[/e] )
Yeah, that's a missing piece of art. :) The out of memory thing is just due to memory leaks, and Elemental being a 32 bit game right now. It can't address more then 2GB, no matter how much you have.
[quote quoting="post"] I think a lot could be learned from Master of Orion. I like the idea of researching an AREA of tech and when a milestone in that area is reached, a screen pops up and the player can choose the breakthru they want to have just uncovered. When researching a given area of tech (warfare, civilization, magic, diplomacy, etc.) they player would know the odds of a particular tech being available once that milestone is reached.[/quo
[quote who="Scoutdog" reply="27" id="2427492"].Oh. Well, that clears things up a great deal. I was envisioning a system in which it didn't matter if you got the tech you were hoping for, becuase all the techs were "worth" about the same.......... ahh well...... [/quote] With a sufficient number of options, one of them will always be better then the others. That's why I'm not a fan of randomized tech trees. AoWSM had randomized spell research, and it led to situation
What don't you like, exactly? The main issue I have with it right now is just that there's not much you can do to improve research aside from population. We need some Library buildings or something. :)
[quote who="VicenteC" reply="141" id="2425785"] Why magical damage types are more important if they are going to be used far less in the game than normal physical damage types? Also, mods can go as crazy as they want, we are talking about normal Elemental here. [/quote] If there's no system for magical damage types, modders are going to have a much harder time using it. Also, the difference between the damage inflicted between a sword and a pike is a good deal sma
[quote who="red1939" reply="17" id="2424800"]So it's just binary system when it comes to ATK/DEF? If I have ATK >= DEF, I can inflict damage = DMG * number of units? How will higher values of ATK increase the damage? Will it be linear? [/quote] If it works in any way like GalCiv 2 (speculation, but since it was mentioned that both stats have rolls its entirely possible) then it works like this. Say we have 2 units: Archer, ATK 3, DEF 1, HP 10 Guardsman: AT
[quote who="ikros" reply="13" id="2425260"]I disagree. After years of living in Toronto, I am much more resistant to cold effects. [/quote] Clearly "Canadian" needs to be a unit ability. [e digicons]:snowman:[/e] [e digicons]\o/[/e]
[quote who="krejci" reply="131" id="2425489"] Also I apologise if sometimes it is difficult to udnerstand what I write, this topic stretches my English a lot [/quote] Your English is quite good. :)
[quote who="mrlarone" reply="5" id="2424315"]having just installed win7 myself it's fantastic to use impulse. only niggle would be i had to wait before i could install sequels (e.g. galciv2 DA and TA) it would be nice if there was a que system to do this automagically. [/quote] Really? I just tell it to install TA, and it figures out that DA and GalCiv 2 are prerequistes and installs them for me. I've never had to do them sepearately. Same with Entrenchment, it just in
[quote who="lwarmonger" reply="79" id="2425027"]As a caveat to that... all roads should have a maintanence upkeep. Cobbled roads should improve trade and movement better than dirt roads, but all roads should have an upkeep cost to keep them from washing out or going back to the wilderness. The better the road, the higher the upkeep. That should at least reduce unnecessary road spam. [/quote] That's why we suggested 3 tiers of roads. Tier 1 are the "trails" peopl
[quote who="Sarudak" reply="5" id="2425003"]You know what I think this forum really needs is a button for a post for people to flag it as "Hey Stardock should check this out". Then the developers can prioritize which posts to consider... [/quote] They'll read it, don't worry. :)
[quote who="Demiansky" reply="96" id="2424980"]Yep, in a 1 on 1 fight you are totally right. It also works in game without tactical battles. It's easy to imagine Robin Hood's 100 HP representing that he's shot some number of arrows to inflict some amount of damage. IT doesn't matter in a duel. Now, add 1000's of soldiers. Now it definately matters how many arrows Robin Hood is lobbing, especially if he is firing at units that have 1 hitpoint each. [/quote]</
[quote who="Demiansky" reply="94" id="2424901"] Lol, I think pretty much everyone in this thread was of the assumption that HP only meant the ability to take damage, regardless of which side of the argument they were on. I would be curious now to know what this relationship is exactly. If it's 1:1, that might be a bit odd, especially when you end up with ranged heros like Robin Hood who would have 100 "HP" and end up firing 100 arrows in the time that an archer with 5 HP coul