Yes, please, on both. Especially cloth map toggle.
Keemossi
I read beta 5 and opened Impulse.. so disappointed. Cruel joke :( I'd been hoping the out of memory error would still get fixed for beta.
[quote who="_Scooter_" reply="6" id="2706657"]I don't understand why reducing incentives to focus-fire is a desirable design goal.[/quote] Because it doesn't seem logical that everybody in an army attacks one man, ignoring all the other enemies. Especially enemies that are behind their backs. Besides, focus fire is getting really boring and annoying. There are few games where it isn't the best option if it's avaible. I don't have anything against
Wounds wouldn't really work, imo. Using wounds to that extent suggests that units are more than human - they can possibly receive full-round concentrated attack (like, multiple hits by spears/swords and what have you) and still live. And besides, even if weakened, there's usually no reason why you shouldn't just finish the unit off. It has fewer health left than other enemy units, and still can do damage. Unless wounds mean the unit is weakened enough to be a non-threat, in which case you'd w
Dogpiling should be effective, it is kinda hard to defend when attacked by multiple sources. But I agree, unit that's not being attacked or otherwise occupied should be more effective. Some kind of attack of opportunity - mechanic would also be cool - like, disengaging / moving away from unit creates an opening for attacks. This would help prevent dogpiling by making unit placement more meaningful. Actually, Blood Bowl has nice mechanics for that. Surrounding nearby units that have no
I don't mind town spamming, it's kinda logical that people working at resource would live nearby, hence small villages. That 6 hex limit does ruin that though.. some other way of claiming resources would be nice, agreed. Imo especially any resources that are basically outside the kingdom's borders should really need guarding. Attacking/claiming them from another nation shouldn't even be an act of war :)
Err.. if you're playing the game it's installed on your computer. Launching it from Impulse menu shouldn't make any difference. Look at Impulse Prefecences->Folders->Install locations to find out where the game is installed, anyway.
Summoning tying up essence sounds great. Though essence does so many things as is.. summon limit tied to/affected by Wis or Int? Shards giving 'free' summons sounds great too. Bows really should be limited by line of sight and/or range. When I first met archer bandits, I tried hiding behind a hill. Then running further away. Because it seemed sensible. Magical arrows are one thing, but normal arrows seeking targets at any range isn't fun. Terrain matters that much less,
No offense taken, the forest start was kinda cool, I hadn't even seen forests that big before.. took me more than 30 turns before I found a suitable place for city. Luckily I started with movement 4 ^^ I do like challenges and varying start locations.. but imagine pressing next turn for ~50+ turns in multiplayer while researching for seafaring tech, gathering gold for actually building harbor and ship etc. There's not much to do, build something every few turns and choo
What's there to manage? Pay for pioneer and build town next to the resource you want. Then forget about it. It costs a bit more to claim a resource now, but that's about it.
And I thought mine was bad. http://dl.dropbox.com/u/5390141/Elem/Elemental_1280528484.jpg http://dl.dropbox.com/u/5390141/Elem/Elemental_1280528518.jpg
[quote who="Tasunke" reply="3" id="2699852"]Well, I personally think that your HP should depend on 1/5 your constitution multiplied by your level similarly, your base essence score should be 1/10 your intelligence multiplied by your level obviously base essence would equal current essence + used essence (zero sum) ... while extra essence (gained other than level up) wouldn't be counted. In this way essence is still permanently spent ... but the deciding
#1: Every three turns. #2: Not really. In the game above I had maybe 5 or 6 tactical battles in 50 turns, not many more in other games either. #3: Not sure.. the memory seemed to jump sometimes, but if I don't do anything, it tends to not change.
Hm.. turn 20, taking 1070 MB memory. Also, just built my capitol. I started in the middle of a huge forest with no foodtiles in sight. I can't really say at what point it started taking >5MB memory, seems to do that all the time. Turn 37: 1387 MB. Turn 50: 1590 MB Crashed at ~1600MB between turns 51 and 52. http://dl.dropbox.com/
Combat speed is way way over-powered in its application. Much prefer missile and magic troops to only be able to cast or shoot a maximum of twice per combat round. Melee is fine because of the retaliation strike. Retreating is too easy. There should be an attribute (Dexterity difference between retreating unit and highest dexterity on opposing side) that needs to be tested before the unit can retreat. Attempt retreat and fail test is a wasted turn. </
The autoresolve seems to calculate combat very differently indeed. I met a single darkling (those 5 health 1 damage things), and autoresolved. Sovereign dead. I had some 13 health and 6 attack, I think. Then I loaded autosave and killed it on manual.. I could've just clicked next turn and won. I suppose it's possible to lose, but very unlikely. Similar things happened a few times earlier. Also, autoresolve doesn't seem to use spells at all?
Agreed.. as the game is now, it looks really weak. I love the visuals, but mechanics are boring. There are few techs that feel useful, most are meh, researching the least boring stuff. And magic is just awful.. I get to choose the color of my magic missile? Units need special abilities too, atm only thing that seems to matter is attack (and bows, which seem to have infinite range too). Unit design doesn't really have many options.. most of the time I just pick boar spear and any armor
But I don't defend my towns. No points, since they don't get attacked. I just see brigands pass by my empty towns/towns with a single weak unit. Btw, what's with the absurd variations in brigand health/damage? I see groups with most having 5 or 10 life and little damage, then there's one with 20+ life and ~15 damage. It's really annoying, since they all look the same and have the same name..
The brigands actually do something? I've seen some brigands loitering around towns, but they won't actually attack. Actually, nothing attacks my towns. Nor units, really :|
Getting Out of Memory too. http://dl.dropbox.com/u/5390141/debug.err