I suggest it to be OK if the manual will become irrelevant. I mean, we want some aspects of the game to change dramatically, and if the changes do not comply to what printed manual says (I do hope there is a printed manual, expecting my box in a month or two), then duck the manual, I suggest :)
Zard0z
I want to join as scripts writer.
Humbly bumping for this thread's wisdom -> 1.08
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[quote]You dont have a payed subscription, it just means that Stardock commits to at least one year of updates to the game. Which is different to most publishers that plan for one update and then be done and start working on other games.[/quote] Does it mean support effectively stops not before last purchase date + 1 year?
Just thought, merging units into formations on the fly would be cool. Like in GalCiv2. I keep wondering why so many features from it are in the game, and are implemented only half-way.
I'm a little worried, don't want this thread to be lost by the moment developers will turn to feedback
Absolute Games: http://www.ag.ru/reviews/elemental_war_of_magic 58/100 Ending of the review (my translation from russian): ...truth be told, combat is very boring. Seems like the tactic battles that were missed by many in GalCiv 2 were added a month before release. Because of simplistic mechanics and stuoid AI, player easily eliminates enemies' more powerful armies. It's not amazing that Stardock is not in a hurry to let players
As a developer myself, I see a very simple solution for early stages of mechanics change. For example, for AP instead of combat speed and separation of damage and toHit, make AI take into account, say, weaponDamage*0.5 + (avgApCost - waponApCost)*0.25 + (weaponToHit-avgToHit)*0.25, where only damage was used before. For bows range penalty, add another modifier like (avgRange - bowRange)*0.1 Or even better, calculate average damage wielder unit (or
To developers: postpone the AI, make game mechanics reasonable and playable and feed us at least a multiplayer version, and then focus on your holy-cow AI I don't see much of I in AI at the moment, btw. And yes, fireballing fire giants in the first turn is a flaw that can not be fixed by improving AI. So please please please, decrease AI priority.
+1 to idea of splitting tohit/damage and armor/dodge (but the latter seem to be already separate values)
I know, just wondering why "book 1" and why the ending movie looks like an intro to book 2. Also, I enjoyed campaign in GalCiv2. And this one was nice too - felt like "Fall from Heaven: Age of Ice" scenario for Civ4
I got "Campaign completed" after killing the dragon, spent like 4 hours. Is that it?
Just copy how it works from Civ4, space removes unit from queue of guys who want to move this turn, and if player changes his mind he still can move the unit for whom he hit spacebar
Once you get a pack of macemen in the beginning with weaponry+logistics, the game gets quite boring.
Hey all. Is there a way to make all the control elements a little larger? Or can I have them all placed in some panel on the screen where missing an icon would not result in clicking in the game world? Also, event messages animations are very annoying. These all should be options in configuration, of course
I second, faster/simpler animations option should be present. And few fixed camera positions would be cool too. Like "top-down", "isometric", "from behind my forces" etc. Also, I would like something in between "quick move" where units teleport to the new tile and the fully animated moves - so I could still see their path, like in any other strategy game (Civ, MoM). Also, why didn't you guys use all the options from GalCivs? I miss "always