FYI, that book review was announced months ago, long before the Wardell/Matt argument began.
hairrorist
Is there something I don't know here, and this isn't an issue for everyone?
Wow, just wow. I'm sure that banning was traumatic, and the entire clan has bent their collective might, using all professional avenues, and dedicating much thought and dedication to avenging this Internet Injustice.
Is anyone really surprised that the book is bad? Has there ever been a well written consumer product tie-in novel? Why is this such a passionate topic for some people?
Also, in what kind of bizarro 1950's Leave it to Beaver world do you live in where spouses hold the same opinions?
The game development and journalism industry.
Of course you don't have your mother review your book, and any review published by an author's mother should be taken with a grain of salt. However, if that review contains significant portions of text, you can easily make your own conclusions regardless of what that review concludes.
Quarter to Three is the most popular forum for industry insiders. I'd hardly call them "human waste."
Whether or not Angie's husband was banned from Quarter to Three, whether or not she and her spouse have personal feelings about Wardell and his politics, the quotes from the book itself support her conclusion. I really don't see why any personal feelings matter here. Bad writing is bad writing. Fantasy cliches are fantasy cliches. Unintentional hilarity is unintentional hilarity...
/signed I think having some weapons have special abilities would be nice too. Pikes = First Strike Hammers = Stun chance? etc There's a mod that adds some of this, but its wildly unbalanced :)
Another quickfix: A "USE MAGIC" toggle for auto resolve. Then I might be able to use it... as is, the AI will drain your mana fighting wolves, and that wastes precious regenning turns.
Currently in tactical combat, you cannot select or interact with any of your units until a spell or ability particle effect is completely finished. This is one of those little, easily fixable things that doesn't waste a lot of time all at once, but over time becomes infuriating and massively slows down the pace of the game. This will be especially annoying during multiplayer when that becomes available. In the modern world of computing, a game should be capable of pl
Enchantment Management There is currently -no- interface for targeting unit enchantments. As far as I can tell, casting a buff on a stack simply applies the buff to a random target in the stack. So to apply an enchantment to a specific unit, this is the required process: 1) Select enchantment target 2) Unstack unit and move one space away 3) Select main stack 4) Select enchant caster 5) Select spell 6) Select enchantmen
Well the problem comes with starting with one. The true damage at the beginning is just too strong. You can kill anything you find (literally anything, try it) in the first round of combat, especially when you get a horse and can fire three times. It just exacerbates the effectiveness of early game rushes... When I removed the true damage component, they still did heavy damage, scaled well to late game, and were almost still overwhelmingly powerful in the beginning if your s
Just FYI you can hit darklings with any aoe spell, just not target them specifically.
The original idea was not really to add functionality to the player--what sane player would rely on that--but to provide the AI a way to bunker down without effectively removing its primary piece. There may be niche times when a player would use it, but with teleport being so cheap you really don't need to worry about defending your influenced areas.
Short swords are insanely powerful on casters. A +2 combat speed is way too much!
I posted in the other thread as well. Not sure which is the 'active' one. Gnilbert, this mod is great. But the staves are too good! They really need to be restricted to heroes (why should commoners be able to tame the raw power of the elemental shards anyhow?) because being able to recruit true damage troops is a bit sketchy. Also, in my version, I changed curhealth to defendabledamage for all of them, and they are still insanely powerful in the
Hmm. It wasn't my intention to rip off Master of Magic. This is really a completely different mechanism anyway... one that personally I would never use. I'm trying to address the problem that a smart player WILL be able to exploit this against any AI routine unless the AI is defensive, and it would be best if ythere was a gameplay mechanism to support that kind of play so that the AI is not playing wihtout one of its best pieces. The headache this kind of instafaction
Wisdom only affects the action point cost of using spells in battle.
Its a trait that some heros and creatures have. Almost all of my kids for instance, regen 1-2 mana per combat turn.
This has been discussed before. If they made it a single target 10 true damage spell it would be more reasonable.
I changed the staves to deal defendable damage, and that helped a bit... but they still really need to be sovereign only. That would be thematic. I'm not sure how to enable the hero only option like that sword of kazakstan.
The post in question was neither inflammatory nor vapid. It asked a blunt, yet reasonable question in a sincere tone.