UmbralAngel

UmbralAngel

Joined Last seen Member # 4132294
19 Posts 599 Replies 8,600 Reputation

I think you will enjoy it, though there are some elements borrowed from Civilization which will be somewhat different than the games you mentioned. I suggest watching the let's play on youtube if you are curious.

3 Replies 2,747 Views

Frogboy said that they will be making the factions more diverse, so I would wait and see before complaining that SD isn't listening. They are playing with gear and technology now, and later they will hopefully add traits as well. I think once faction-specific traits are in, capturing enemy cities to learn unlock one of their traits is a great incentive. This would keep the current system of customized units from breaking. The rest of your poin

5 Replies 31,702 Views

You said there is no hard limit on the number of units in the battle... thats great. Is there a hard limit on the number of figures / unit or can we have a squad of 100 spearmen? I realize that 50 squads x 100 figures would probably raise system requirements quite a bit, but for modding possibilities it would be great.

122 Replies 402,828 Views

If memory is the only issue for adding more clothing options and such, I suggest making a dlc after the game launches for $5 that adds a bunch of this stuff with a disclaimer that it only works for x64 with 4+ GB of ram. I often use texture packs and such for games like Skyrim, and while hopefully modders will pick up FE and add some stuff I wouldn't count on that so having Stardock make it would be nice.

122 Replies 402,828 Views

Goodies for pre-orders is tempting... though usually those end up dissapointing me. Also, theres also the people who buy later and are angry they can't get the pre-order content. Will it be available as DLC for a couple bucks later? Will it be something inconsequential that I don't even care about having? Its a fine line to walk.

122 Replies 402,828 Views

I have a couple ideas. For the selling of items, I think you should have a cap on sell price that increases over time. You could either have it be based on game turn (such as max sell price = # of seasons passed), which is to be like how the land is getting richer as everything is rebuilt. This means that you wouldn't be able to sell that sword for 1000 gold until the really late game, when it wont be unbalanced. Another way to limit item sales is to base it off

107 Replies 227,351 Views

Yeah those games are awesome. I recently bought IWD 1 & 2, and Planescape as well. I still have to finish up BG 2 before I start any of those though. Definetly some of my favorite games, it sucks that all we get now is Dragon Age.

7 Replies 28,859 Views

If you are getting attacked 50 times in one turn... I think that is an issue in itself. In most games its not a problem only being able to save on your turn. That being said, if nothing else changes, then this seems like an important feature to add.

4 Replies 8,716 Views

[quote who="Neborya" reply="7" id="3096357"] But Windows XP users can only see 2 gigs 3. Don't leave us only 2 [/quote] Most 32-bit games only let you use 2 gigs. 3 GB is possible but there are probably good reasons why its not enabled. http://msdn.microsoft.com/en-us/library/windows/desktop/ee418798(v=vs.85).aspx

100 Replies 223,691 Views

I saw this happen several times watching the Let's Play. I think it must be the AI executing its planned move for the next turn when you attack them. This causes them to "teleport" when you defeat them just before they disappear. This is a pretty bad bug. I think I have seen it happen without tremor/freeze being used, but I am not 100% sure.

2 Replies 1,831 Views

I have had this issue before... but optimizing for debug mode is nice if it means the game is playable in debug mode (great for tracking down reproducible crashes).

8 Replies 20,707 Views

Good luck hunting those down. As for the the move past DirectX 9... ha! Wishful thinking my friend. Once that stability improves I think I might take a leap of faith and pre-order the game! o.O

7 Replies 21,280 Views

I just ran across this thread and I have a suggestion. First though, maybe you could explain for me how these comparisons work. Can you choose which 2 units to compare and when, or is the timing and which 2 units automatically handled by the game and you only set up rules for those events.

145 Replies 92,908 Views

I think that the +speed trait should be removed (or just make it really hard to get) and instead make mounts the main way to get faster troops. Perhaps adding special mounts such as unicorns and nightmares or something would help? Disclaimer: I am not in beta.

49 Replies 23,182 Views

First of all you have to make it clear what the threat level means. a ) How difficult the battle will be for YOU b ) how difficult the battle will be for the average human player c ) how difficult the battle will be for the average AI player Usually games use C, because that is easiest to calculate. A and B need lots of data and statistics being collected, but Brad says they plan on doing something like that so it is feasible. <br /

13 Replies 3,581 Views

I think its silly that holding a dagger makes you cast faster... your spell casting should be at your base initiative and ignore modifiers. Magic is not something that you should rush because you are in a hurry.

13 Replies 4,638 Views

I have 2 suggestions: 1) Allow terrain bonuses to reduce AOE spell damage. So forests, hills, etc could help defend your units. 2) Copy D&D and allow any damage to interrupt spells. So archers could counter a fireball spell if they do enough damage. The calculation would be something like damage taken vs intellegence. Then you might have to cast some protection spells to ensure your fireball spell goes off, which creates a cool dynamic. However, if combat en

38 Replies 14,053 Views

I don't like the idea of clicking a city and clicking a square to move the garrison since you can do it by accident pretty easily. I think forming units into "armies" makes sense and it is really easy to do programming wise (the AI probably does this already). So that can probably be added, though after playing MoM so much I got used to having to select all the units each time.

12 Replies 12,877 Views

I disagree. Strategy games are about making decisions, not about going through a mental checklist 1000 times during the course of a game. I think you should have an option to be notified when the building queue is finished. Any 4x game without this option is broken IMO. I also think auto-progressing turns is a bad idea, I suggest turning it off.

11 Replies 3,455 Views

You could also just make the barren tiles slowly revert back to normal tiles after 100 seasons or something like that. A spell to restore it could also be added, though it is sort of weird to think of a rampaging army that lays waste to the land and immediatley plants seeds and tries to build it back up to what it was before.

7 Replies 3,452 Views

I think its true that developers and other people in the industry who have a love for games want to get along. The problem is the greedy business types that ruin it for everyone else and lead to 90% of all the controversy.

22 Replies 53,186 Views

I don't mind at all. Ever since the early 2000's when they switched from the large boxes to the DVD sized boxes, I stopped caring about the physical prodcut. The manuals became low quality, there were few if any extras, and the discs are more of a hassle than convenience. Also, the physical stores get too large of a cut for the low quality experience they provide. What you can do, however, is a kickstarter project to sell physical items to collectors a few months after the gam

85 Replies 270,045 Views

I think an easy way to flesh out the AI personalities (and the factions attatched to them) is to add performing quests as an item the player can offer in a trade. So lets say that you piss off another sovreign and want to appease him, he may say, go rescue my daughter from these bandits and I will give you a 20 turn peace treaty and 100 gildar (and maybe some XP too). A different faction may instead ask you to go raze a city that is controlled by an opponent within 25 turns. &nbs

62 Replies 44,577 Views

Fatigue seems like a good idea. Just make sure there is a good UI element to show what your fatigue levels are. Also, make sure that if you allow spells, items or traits to bypass/reverse fatigue, it doesn't defeat the purpose.

218 Replies 399,064 Views

Honestly I think the AI needs to be able to create a killer stack, or immediately start ending the game via the Quest or Spell victory conditions. The idea that you could with only one city and one army be invincible is stupid. Is there an AI army that you wouldn't be able to beat if you controlled the whole map and no pressure from enemies? Another option I suppose would be to add units like catapults or spells that act in a similar fashion, which let you attack the ci

60 Replies 148,227 Views