I have a small concern about the normal units that we can train. Will players have an opportunity to train units that have special abilities? Examples could be cloaking, area of effect weapons, flanking / backstabbing bonuses, regeneration, wall climbing, etc.
TheProgress
An iPhone that you can't fit in your pocket or make calls from. That's progress.
[quote who="MagicwillNZ" reply="15" id="2601294"]She doesn't have a terrible voice. You people are being picky.[/quote] She doesn't have a terrible voice, in fact I like her voice a lot. The problem is she has no emotion, it feels cheesy and artificial.
[quote who="Scorpiana" reply="66" id="2606278"]I think I'd like to have as much of the lore as possible. As said by other people, as long as there are some customization options available, and there is some way for us to create our own moddels and import them into the game, we'll probably get a lot off new races created by modders anyway. So I'd like you to concentrate as much as possible on the races you want to create and want to use in the story.[/quote] Lore and story is negligibl
[quote who="Frogboy" reply="24" id="2606137"]No matter what we will have: On a bit of a tangent, one of the biggest internal debates we have is on features. I veto any feature that the AI won't be able to effectively use. It's one of the big reasons why Galactic Civilizations doesn't have the breadth of player features of say Space Empires V. If I can't get the AI to effectively use them, then they don't go in. [/quote] Then perhaps it would be best to bring on a few m
I would like to see the races and factions more fleshed out to ensure they are unique and recognizable. Not just from a lore / visual perspective but in terms of unique magic, weapons, armor, units, buildings, etc as well.
Like Raven said, none of us want simple bonuses or weaknesses. IMO, Each faction NEEDS some amount of unique buildings, items (including armor, weapons), magic, units, unit abilities, graphics. Factions need to play differently from other factions.
I've said this once before, but I'll say it again here. The game needs distinct, separate factions. And no, simply adding something like "+1 to unit production" to a faction does not make it distinct. Unique abilities, unique items, unique units, unique buildings please. The different factions should play differently!
I also missed the pole and had no idea that poles were even being displayed there.
I've encountered a bandit and his EbbenWolf. The issue is that the EbbenWolf's card portrait as well as the little army-circle-portrait are both black.
[quote who="piblow" reply="20" id="2598947"]Will it be possible to mod with C++ instead of python? Personally I hate python, but I understand its flexibility.[/quote] Excuse my possible ignorance (I know almost nothing about Python, except for a quick 1 minute trip to Wikipedia just now) but it looks like Python is compiled at run-time and interpreted by a virtual machine. Meaning that no, you won't be able to use any other language other than Python. The game will "read" any Pyt
I posted a bug about this, but this actually happened to be upon acquiring the next available housing upgrade, not when my city was upgraded (I'm guessing the bug happens when upgrading the houses, not when upgrading the city).
I assumed an "item vault" would be implemented. I would like to be able to actually arm the regularly trained units with items from the vault instead of creating them when training the unit if there was spare equipment available.
[quote who="SolarBall" reply="35" id="2595884"] The crash descriptions are already in the beta forums. (At the moment, the menu is loading o.k., but attempting to click anything in it causes the thing to crash, including the new game button.)[/quote] What a lot of people probably won't realize is that what seems like one bug can actually be multiple bugs all appearing to be one thing. So people should report their version of a bug regardless if it looks like the same bug ha
I had a number of huts constructed throughout my two cities when I researched the next level of civic research. I selected housing. To my surprise almost every single hut was removed WITHOUT being replaced by a house. My main city's population when to 20 since all the houses were gone.
[quote who="Austinvn" reply="11" id="2595506"] Quoting Sethfc, reply 7 - Regular units should gain XP. YES. Best part of Fall From Heaven (Civ4 Fantasy mod), any average swordsman who got lucky and survived enough battles could accumulate xp/promotions and become as powerful as a hero. And as cool as the game's heroes (analogous to Elemental's champions) were, somehow it was even cooler to see a red shirt ascend to heroic levels the hard way, by slaying dozens of orcs. El
Not surprised considering I've had 2 CTDs within the first 20 turns of 0.3.
Game is still far too unstable for Beta 2.
[quote who="joasoze" reply="14" id="2594568"] Quoting TheProgress, reply 12I find it a bit odd that they specifically make mention of new races being put into Armored Princess if the player can't actually play as that race. Usually that sort of product description is limited to strategy games where you can play as different races... I think you misunderstand. In this game you play as a human, but you can recruit all races on your quests. What you can buy and where is randomized ever
I find it a bit odd that they specifically make mention of new races being put into Armored Princess if the player can't actually play as that race. Usually that sort of product description is limited to strategy games where you can play as different races...
Yay for progress.
Please please let armies be properly graphically represented by actual units instead of just numbers.
[quote who="BoogieBac" reply="2" id="2593826"]You'll be getting the first of many updates to the Customization system in the Beta1Z Update A few additions that you mentoned are in there, with several others in the pipeline for Beta 2 and beyond![/quote] Is the next 1Z update this Thursday the 15th?
I'm not sure how the campaign menu is going to be laid out, but you could do something along the lines of Play Prologue (tutorial campaign that fills in some lore that isn't necessity, just nice to have) Play Chapter 1 (main campaign) Play Chapter 2 (main campaign) Play Chapter 3 (main campaign)
[quote who="Moussu" reply="12" id="2592667"] quoting post 5. And don’t worry, even when we believe the game is ready for release, there will still be plenty of people arguing that we “rushed it”. So you can rest assured that there will never be unanimous agreement on when it’s “done”. With all respects, by looking to all promising aspects and/or functionalities this game should have and what is presently impl