"Competitive" PVP gaming will always be a breed of its own. There's always the next imbalanced thing happening, and the higher you go the more meta-game you'll need to "play". (at the very top, the meta-game is often NOT to play, dodging matches you can't win) Play hard, but most of all play fast, if you're interested in winning titles or rewards or fame or whatever is at the top of the ladder. That is, don't aim to stay competitive forever. Get to the top. Then move on. And,
Heavenfall
Oh alright then. Uploaded 1.5 with slags. Shrills, however, are REALLY far too different to do anything with the skeleton I'm using.
If you're going to do work on the spellbook UI, please give us a way to sort what spells to show. Preferably after what spellbook they're in.
Unfortunately, both those models are too different from what I have available to work with. In the future, maybe.
I liked nr 2 better than nr 1. Nr 1 was too strategical for me. Nr 2, as has been said above, is more tactical (that is, compared to the original, not to other games). I also think the campaign in nr 2 was more fun to play, but it did feel less impressive (due to the smaller scale).
[quote quoting="post"] There has been a pretty deep discussion about probabilities in a few different threads here. It's interesting to see the different takes on what people expect/would like to see happen, odds wise in combat. I'm thinking this might be a good time to ask a more general question. What do you think the chances should be for success? Reply to the following three situations. Assume all peasants have a basic weapon (club), nothing f
You might have to change things to keep him updated, but having spellbooks from the start is certainly possible.
It's all XML. If your sovereign doesn't get to keep his spellbooks, you can easily make it so that he has them anyway, even if its not an in-game option.
Hovering your mouse over the version number in impulse.
Don't bother with this patch yet. The download appears not to function.
This was also present in a small way in the pre-beta version. The empire peasant had 8 health, and every other unit had 5 health. It has been a running supplement to the bugfix mod .
Hey, if you sign up for betas, you get betas.
Turn off "show pre-release versions", restart impulse, download the non-beta first. Then turn it back on, download the beta.
Why are dead turkeys any less horrible than eating any other animal? I'm not a vegetarian, I just don't understand this humorous sympathy for turkeys at this particular weekend. @Frogboy thanks for making this an ongoing experience!
Quite straightforward is an understatement. It is dumbed down, in a bad way. I enjoyed playing Civ5 a LOT more than I did elemental, when they were both released. However, Civ5 has almost no re-playability. I greatly enjoyed it for the ~30 hours it was fun, then I never started it again. That was the time it took me to get the "full experience", to see everything in the game and milk the gameplay for what it was worth.
I tried reinstalling elemental to pre-beta, then installing the beta to see if it would go straight from 1.09e to 1.09n109. Funny thing was that when I was offered an update from 1.09e, it said that the update it was downloading was 109n109. However, when it was installed and done, I was still sitting on 1.09n108. Pretty messed up!
I feel that the unit design window has great potential, and designing your own units already feels significantly more fun than other rts games that just hand you a pre-designed unit. There are a couple of space/sci-fi rts games that have similar, but far less powerful, systems of designing your units. Hopefully they will fully flesh out the unit design system by including more things to diversify units. Rather than just having units with a couple of main stats - attack, defense, dodge
Very interesting! Downloading now.
I like the idea, but aren't the seasons too short to make this a fun gameplay mechanic?
I'd like a poll about whether or not threads like these should be allowed.
I played the beta and it was nothing special, in my opinion. The gameplay felt like a bad version of torchlight. The action was very dull.
I'm sure there are a lot of errors like that. The engine is very forgiving when parsing, and as long as it works, I really don't care.
A lower health is out of the question, too damaging with all the multipliers. I might just remove Brothers in Arms and lower Keepers to 10 or 15%. I don't want to touch the balance of bows.
As race bonuses for Elves, I thought I'd do Brothers in Arms - Elves are united, as a race, like none other. Elves can train squads (units with 4 warriors in) without building the prereq building in any city Sworddancers - Elves are trained in the art of swordmanship from their births. Elves suffer only half the extra training time from training a unit with any type of sword. True Dedication - When training higher quality units, elves not only gain the standard bonus t
This is one of the things that the devs have also said makes no sense. Why does a sword cost 1 gildar for a unit and 55 for a champion? They're exactly the same. An item creator would rock, especially if it was tuned to be just random enough to be fun but not destroy the experience.