Yay more videos! Also, the wolf didn't use its ability during auto-combat. Some neutral monsters also miss opportunities to use their ability as well, please look into this. I think the sound effect is fine, it sounds like treasure to me.
UmbralAngel
To summarize my previous suggestions, I think a "tournament" mode that forces an identical starting area for at least a 10x10 or whatever radius you think is appropriate. This might even include a nice spot for a second city, similar to how in Starcraft you have a "natural" expansion. It would also be nice if we got much more info about world generation in the settings. What does changing the climate do? Do they effect the number of wild grain and quarry resources or is
In Star Wars: Empire at War they had squads of x-wings and tie fighters that used offsets defined in xml. There was some hard coded stuff for how they would clump together and spread out depending on context but it seemed to work okay in that simple example. I think you should consider having tiered formations where you could select your archers and give them a formation and same for your warriors. Then when you combine your warriors and archers y
http://flashofsteel.com/index.php/2012/08/06/three-moves-ahead-episode-180-thinking-machines/ I'm a big fan of this podcast and I thought readers of this forum might find the most recent episode especially interesting. They have 2 devs as guest speakers and they sha
I think about this topic frequently. I have noticed that I buy AAA titles when they are old and discounted, this also keeps me from having to upgrade my hardware often. It also allows me to get the GOTY edition and not worry about DLC. However, I have been buying independant games on Day 1, because they are cheaper and because they are more innovating and fun. Legend of Grimrock and Warlock are my most recent purchases, also a pre-order of FE. I t
At first I thought the same thing but if you look closely at the UI text it kind of hurts my eyes to read it. It would be nice if it was improved. I do like all the UI improvements I spotted, such as the new Research completed screen and the new spellbook design.
I haven't played War of Magic, but the music is okay. Its not as good as Age of Wonders 2 in my opinion, but its a similar style, a little more low key overall. Primary instruments seem to be strings and wind and overall I find it enjoyable to listen to. There are a bunch of songs in the music folder, including different mood versions of the same song. I am guessing they change what plays based on the state of the game, though I never really noticed while I was playing. &n
I think changing the research mechanics is probably too big of a change at this stage of development. Coming up with cool ideas that perhaps better simulate the ideas spread across culture is great, but in the end does it greatly improve the experience and is it the only way to get those improvements? It seems like just re-arranging the trees to be more balanced and putting more stand out techs that unlock new strategies would solve most of the pr
Path of Exile is an action rpg like Diablo. I don't have too much experience in this, but generally studios don't collaborate on projects. I am not sure that collaboration is that useful, sometimes culture clashes and failure to divide responsibilities will cause problems.
While I agree that the supreme court saying that companies can use a license agreement to prevent class action lawsuits is kind of silly, there is nothing wrong with businesses following the law, especially when most of their peers are doing so. It turns out that class action lawsuits aren't very good for consumers anyways, they really only benefit the lawyers who get millions of dollars. You will be lucky if you get as much as $100 out of a class action lawsuit, us
Works for me but its not particularly humorous... try again next time... and next time use imageshack or dropbox.
For me the AI is a total pushover, but I don't play on the hardest (and cheatiest) difficulties. I enjoy just playing the game, clearing out monsters and expanding at my own pace. I like the new lords, they are really well done for me. My main problem is that lords and items are very chance based. My first game with the patch I got a dozen items and only 1 lord for most of the game, then 3 lords at the end. In my second game, I got 2 lords to hire fairly quickly and no items
In an RTS where you have individual units, I prefer to micro them. Its not even so much as not trusting the AI to do it for me, but the fact that I like having control and making good formations. However, I have been thinking about a game where you play as the king or general of a nation. You do not have direct control over any units, but rather you assign officers to control each of the various armies and send them around the strategic map. You give them orders and you ha
The problem is that scaling the UI is a bit harder than scaling the 3D graphics. Scaling the 3D graphics is generally 1 line of code. Changing the UI requires planning and extra work to look good and preserve functionality at various different sizes. Your browser example doesn't really work since most websites are smaller than your native resolution and also there are scrollbars for when things go off the page. I can't think of any games t
Burnout Paradise Blood Bowl Legendary Edition Beyond Good & Evil Mirror's Edge Unreal Tournament 2004 Borderlands GOTY (even though I bought retail copy on day 1) The only game I wanted to get but didn't go on a 75% sale was King Arthur 2.
Diplomacy and quests are pretty weak areas of the game right now. Espionage is non-existant... while you probably could make an interesting system using those tools, right now I think random tech is a bad direction to head. I do think that faction specific techs is a great idea, not necessarily a faction specific tree but that could work as well. More unit traits in the tech tree would be great, though even what we have isn't very well balanced. @leowe
I think the queue system is fine since it incentivizes you to build more than one city. I already play with only one city every game, and if I had 2 queues I wouldn't have any disadvantage for doing so. In beta 4 they play to diversify the cities more and it should make the system work better. You will have a military city that pumps out units, and your magic and economy cities will be focused on infrastructure.
I have exactly the same sentiments as the OP, except I don't think scrapping the tech tree would improve things. Maybe a good way to organize the tech tree is to do it by lifestyle. So one tech tree could be sort of the elf/hobbit way of life, light armor, live in the wilderness, have weaker melee but stronger ranged weapons, emphasis on mobility and food production. Another tech tree could be a more dwarven or industrialized way of life, heavy armor, lots of mines
They added in tech knowledge to trade with other players, this is essentially a random boost to research progress. I agree that it is boring, it would help if they split the trees into 8 pieces and gave each faction their own tech tree that researches 50% faster. Every faction should have at least 1 unique tech, or barring that, adding more unique stuff throughout the tech tree. Master of Orion had interesting research because you could only choos
It looks great for being lower res, and i will start stalking you on tumbler now!
Either that screenshot is a coincidence or now the message centers the camera on the appropriate city. Thanks for filling us in and mid-august is a loooooooooooooooong time.
More spells would spice up the game but also going back and making sure the existing spells are all useful and balanced. They said they would be adding more spells in beta 4, but those will probably more city-oriented.
This seems cool, better animation quality is always nice. Please post a video on youtube whenever you have time and thanks for giving another update!
Well part of the problem is experience points. If you want to level up your champions optimally, which I do because I love choosing new traits and unlocking powerful items, then you are encouraged to use them everywhere. You want to have at least 1 champion in every single battle, just so you can soak up the exp and not waste it. Since champions are really strong, they naturally get the enchantments before your normal units, and this sort of feeds into the problem.
Well I don't like micromanagement... I prefer to have a few juggernauts then a swarm of units. The problem with enchanting smaller units is that they die and have to be replaced. I think the best solution is the really big global spells in Master of Magic like Doom Mastery and Holy Arms that give basic enchantments to all your units. So just make a spell that gives Evade to all your units for example, and make it cost a flat 10 or 20 mana per tur