Merry Xmas everybody! :D
Jonny5446
Woooo congratulations! :D This is not the beginning of the end this is the end of the beginning :D
Hi guys I'd be staggered if this hadn't been suggested before (but I wasn't sure what to search for to find any previous posts so my apologies if this has already been brought up) and I'm actually pretty amazed it's not in the game already... What I would like is for units on the strategic map to have a line drawn between them and the tile you've ordered them to go to showing their intended path. This way if you're zoomed in on the unit (so as you can't immediately see a dista
I'm having the same thing in the current build (was having it in beta 3 as well), I haven't tried the shadows thing yet either as I don't have time right now but here's my dxdiag and debug , hope that helps :)
I just had the same problem, coincidentally when I was trying to load the game to demonstrate another bug ;) Here's my dxdiag.txt and debug.err , hope that helps! :D
[quote who="GW Swicord" reply="16" id="2603611"] Oh damn...I haven't visited that link for ages....I didn't know that the polls will be hosted there. I guess I will visit that link on a daily basis from now on. Me too. Makes me want a poll on how many folks missed that poll.[/quote] Ha ha yeah, I currently only visit the site when the rss feed tells me there's a new dev journal up.. so I didn't see that poll either :D
Anyone played Dragon Age? Seriously.. totally banged Morrigan... I'm just saying [e digicons]:inlove:[/e]
[quote who="KillzEmAllGod" reply="14" id="2543079"]This is like the 4th thing i know that has god like things playing part in the lore... kinda getting old thats the only problem i have so far with it.[/quote] Yep that's one of the major problems with humanity.. always squeezing god like things into the lore of everything ;) Reapy54's post is brilliant.. the lore so far has really failed to grab me, but that kinda thinking and additional detailing/adding of texture to the worl
This sounds great :D Hooray for magic!
[quote who="KellenDunk" reply="1" id="2474126"]~ *Geoff the slug lives in a swamp and recently had a bunch of sluglings. You need to take his sluglings into some sort of magically protected cave where they can grow in relative safety. But when you get there you find that a colony of slime monsters has made a home inside, so to make it safe for the geofflings you have to clear out the slimes. ~ [/quote] [e digicons]
[quote who="KellenDunk" reply="29" id="2471540"] Quoting lambdaman, reply 26quoting postThere will only be 1 type of mana. Mana. Control of the elemental shards will be handled ala Magic the Gathering. A spell may cost N mana but also require control of M shards to cast. This way, players don’t have to sit there and hold shards for dozens of turns to cast a spell and creates a much more vibrant game. This is giving me analogy whiplash.
[quote] ~snip~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.~snip~[/quote] Yeah, if Stardock were a vastly more cynical company they could even consider our views less important.. I mean we've already bought the game, no need to sell it to us twice :D Although in fairness there will probably be expansions and such so I gue
[quote who="Frogboy" reply="13" id="2430823"] ~snip~....Because otherwise I'm going spend countless hours during the beta debating people who have chosen to read a particular statement in the most extreme way. So it's easier to just say: No, it's not for you. [/quote] Ha ha ha, someone got told :D I also really like the way the research system is headed :) It sounds like it'll give you good enough control that if you start out a game totally set on doing a certain th
I'm getting this issue too : debug.err , dxdiag
Hi guys I appear to be having the same problem as the contributor above: Here's my DxDiag and my debug.err :) Hope this helps as I can't r
Hooray! Everyone loves updates :D
Weeeeeeee! Downloading now :D .. preparing to complaing about the lack of fun in 3... 2... 1.... [e digicons]\o/[/e]
The first thing I'm going to do when Beta 1 comes out is post on the forums complaining how it's no fun [e digicons]:dur:[/e] MU AH HA HA HA HA! [e digicons]}:)[/e]
Oooow oooow, I just read this thread :D I think I'm about a month behind everyone else :s The swamplord pictured does look fantastic, and the name itself makes me hopeful that he might act as an independent diplomatic entity much as I'd like Geoff to... incidentally I've always kinda pictured Geoff looking a bit like the Slurm Queen from Futurama: <img src="http://upload.wikimedia.org/wikipedia/en/8/80/Futurama_204_-_Fry_and_the_Slurm_Factory.jpg" alt="Slurm Queen" width="
Just thought I'd bump this post as nobody commented on the second half of the OP. I think that having different options for how multiple units stacked together move is a really good idea and would potentially be very easy to implement (at least I think it would, but I'm not a programmer :D) while offering a worthwhile increase in strategic options and cutting out some micro (I mean techincally you could do this on a unit by unit basis in most games, but having it done for you on a semi-automa
[quote who="Gallant_Dragon" reply="32" id="2354807"]forgive me for being an ignoramus, but what is HDR? ~clip .[/quote] High Dynamic Range lighting :D It's all swanky and clever! :D
I have finally made my way through this entire thread XD We certainly are an opinionated, not to mention verbose, bunch ;) Personally I'm in favour of having some way back into the game when your channeler dies my reasoning for which is as follows. I like to view games, especially sandbox 4x type games, as having a narrative arc just like a movie or book. Now pretty much the most satisfying narrative arc (and hence the most ubiquitous in all areas of fiction) is one where the protagan
Personally I think the comparison Boogie posted might be a little clearer for people due to the similar compositions of the pictures: The one with HDR is on the left and I think it looks a lot cooler than the more cartoony look of the picture on the right :D
Great job Scott! :D ... also having that picture in something approaching 1680 x 1050 would make my day :D
[quote who="Denryu" reply="79" id="2267550"]Ireally like the option of moving units to the edge of the battle in order to retreat. No additional losses need to be added, if you can get the units to the "leave the battle" boundary, then they escaped. I would REALLY like to see this also use surrounding terrain tiles. ~ clip[/quote] This sounds like it would be a really accurate way of working out retreats with the most tactical depth possible, as basically you fight