I'm pretty disappointed with how generic / vague the magic system feels at the moment. I'd like a lot more structure in terms of magic types, spell books, etc. Equipment / equipment windows are lacking too IMO :(
TheProgress
I'll maybe pickup SC2, when I can get all 3 for $49.99
[quote who="pad152" reply="35" id="2695801"]What's the difference between the campaign mode and the sand box mode we've seen the the Beta's? [/quote] What's the difference between a story book and a book with blank (ish) pages?
Yeah the coast seems bugged. I want to flood my enemies [e digicons]}:)[/e]
[quote who="Sushikawa" reply="15" id="2694165"] Quoting pad152, reply 14How the spell book is not broken down by magic types? Book of Earth Magic - Spell 1 - Spell 2 etc. Book of Water Macic - Spell 1 - Spell 2 etc. This is what I don't understand.[/quote] Breaking / organizing spells into spell books would make a lot of sense. It would also let the pla
I agree with Slainangel52 for the most part. Stats / System that make the most sense to me: Stamina: used the move the unit on the map and in tactical battles (including attacking, etc) Constitution: governs max health Defense: Y/Z - used to avoid taking physical damage (X) and magical damage (Z) Armor: W/X - used to reduce physical damage (W) and magical damage (X). Also has a type: light, medium, heavy Attack: accuracy and damage dealt
I wonder if it would be possible to pursue city enhancements in a tree-like manner. For example: Magic Tree: Level 1 : enhancement adds 1 point to spell research. Level 2A : enhancement amplifies the impact of gathered shards by 10% Level 2B : friendly units recharge mana 50% faster while in the city. Etc. And display this in tree like manner, the way you'd expect to find a skill tree in Diablo 3 for exampl
Damn, I wish I could be defeated in 15 minutes.
I'm not sure what is going on, but my summoned bear cannot attack people (during tactical battles). It swings its paw, but nothing happens. No "miss" message pops up, just nothing happens.
[quote who="VeryAngryDwarf" reply="2" id="2687893"]"Feedback on Quests. Too hard? Too easy? Didn’t work right?" Right now I don't like the quest screen interface. It bugs me that it's a full screen image with a YES or NO type dialog. Is it planned to clean that up a bit and make it look nicer? The UI for quests in general still needs some love, I think.[/quote] Same with me, the whole quest system feels extremely artificial / tacked on. Giving player
I'm pretty sure I will run down the street naked with a smile on my face once the graphical artifact related bugs get fixed.
[quote who="Ziktur" reply="2" id="2687764"]well maybe not stronger but at least comparable. im sick of having worthless kids with all of 2 hp..[/quote] Yeah they're quite pathetic at the moment.
[quote who="TheProgress" reply="143" id="2687705"]Not sure if this has been mentioned earlier, but what about simply merging the concept of action points and move points into one stat that does both?[/quote] Further more, if the two stats were merged, we could then separate "armor" and "defense" (where armor would have a type and would reduce any damage taken and defense would be the ability to avoid damage all together).
Not sure if this has been mentioned earlier, but what about simply merging the concept of action points and move points into one stat that does both?
I think right now there is definitely at least 1 large memory leak going unnoticed. Each time I load a game, the 1st tactical battle is fairly smooth; every subsequent tactical battle gets slower and slower until about the 6th battle is unplayable.
I know that the AI is still a work in progress but I felt compelled to outline my past experience. I played on a tiny map against 3 AI opponents at the difficulties Hard, Extreme and Ridiculous. Right now as far as I can see, the only thing that the difficulty changes is what sort of bonuses the AI receives. Such blatant cheating is a real turn-off when it comes to strategy games (especially when a city starts out 9999 of all stats). Unfortunately even with their amazing advantages, t
In my latest game against only one opponent, it took me 22 turns until I found fertile ground. Now that we cannot build gardens or produce food ourselves I think it may be essential for our founding city to have access to fertile ground.
Pretty simple: I turned quests off (along with notable locations) when starting a game. But despite this the world was still populated with inns. I would assume that inns should be removed if quests are disabled?
I'm a bit concerned about how the balance is shaping up - at least in relation to one of the earlier sources of inspiration for the game. Early on I read numerous references to Sauron and how he (by himself) could slaughter handfuls of men. Right now the sovereigns feel no more special or powerful than the various NPC heroes scattered about in the world. Other than some essence sovereigns are equal to or weaker than the NPC heroes. Another issue right now is the dynasty system
Unless I am missing something, it seems that if you conquer a minor (factions ?) city, it will not go past a level 1 city.
I've noticed (with great sorrow) that the tactical threshold isn't being taken into account when laying siege to an enemy town. Also, why can we no longer raze occupied towns?
I am forced to constantly re-summon my familiar. It seems to be randomly disappearing. I checked to see if the summon spell had a duration but didn't find one.
[quote who="Publius of NV" reply="14" id="2687043"] When this happens to me I press escape a few times until the options menu comes up. Then I hit "back to game" and I am able to play. Almost always works for me. I wished that worked for me. Just tried it 5 times in a row with no luck. Options menu never comes up.[/quote] Yeah I never get this either. I just get a continuously scrolling background...
It was a pretty amazing movie. I managed to see it the day it came out in Imax without having to wait in a line [e digicons]:ninja:[/e]
This guy has a serious medical (geometry / texture) issue: http://www.youshare.com/Guest/18db0e9f7ea276ba.png.html