[quote who="Branko" reply="3" id="2781363"] I think CPU's nowadays are so powerful that mainstream consumers won't really notice this stuff with Intel, but otherwise I can totally see this working for the companies. After all: DLC works for software, and pretty much ALL devices nowadays are running some sort of software. (how many Apps are running on your phone? Why weren't they included with the phone when you bought it?)[/quote] Game DLC is somewhat different than this. That co
vxvoodoo
[quote quoting="post"] 5) Tying monster spawning to tech trees was a bad idea. My last game I didn't bother to research the Adventuring tree... And the world was a much safer place. [/quote] Too bad that doesn't work in real life. No microscope, no bacteria and viruses [e digicons]:grin:[/e]
2. Organized talent is being removed Good riddance. Now instead of upgrading just the sov's speed, you have the strategic choice of investing in speed upgrades for the individual units. [quote who="StevenAus" reply="26" id="2775812"]What about a trait (Sovereign and/or Champion) that allows units to get a little extra strategic movement (say 0.5 - 1) and thus isn't as OP as setting all units to one unit's speed? So it could boost basic movement spee
Let me guess: FlexNet (old FlexLM) license manager? This thing is omnipresent on industrial and specialized software, however some vendors use it wisely in a customer-friendly manner, others will just bust your balls to get it running and maintained. I've experienced both of these over the years, so yeah it's not the license manager, it's the bloody software vendors with the whole "you're guilty until proven innocent" attitude. This attitude has infiltrated game developers in the last
[quote who="Jandurin" reply="5" id="2773073"]See, they should either continue to exist and find new leadership or become neutral. Disappearing doesn't make sense. Oh look, our sovereign stopped existing, let's burn the place down, Woo![/quote] First time i played the game (v1.0) enemy sovereign enters my domain with a flimsy army, i win the battle, a message pops out that his kingdom ceases to exist. WTF? i think, but nevertheless i rush to his territory to get his ci
My 2 cents... I really hate XML parsing (and text file parsing in general) in realtime [e digicons]:annoyed:[/e] . It find it too cumbersome and inefficient. If i want to parse a text file, i usually make an external parsing tool that takes the text file and converts it into binary form. Then in realtime i would load the binary file. It's faster, memory efficient and avoids string manipulation in the main app. The downside is that you always have to run the tool after every
I think it would be more helpful if the quest editor was implemented in-game (and interconnected with the rest of the editors).
[quote who="Gravedancer" reply="31" id="2771814"] If you're going to suggest JAVA, then consider it a pre-emptive strike in the language war. [/quote] No, nothing like that. I just find it strange that since they already have set up a user interface for the rest of the editing tools, why would they bother with .net (or java for that matter). It seems more natural to make the quest editor part of the whole editor pack.
[quote who="Gravedancer" reply="29" id="2771736"] Quoting vxvoodoo, reply 28Why .NET ? If you have to ask the question, you wouldn't understand the answer. [/quote] Don't make hasty judgments, you may be surprised [e digicons];)[/e]
[quote quoting="post"] This is where I wish I had .NET skillz to whip up a simple quest editor. I’m the most familiar with how the quests work in terms of XML but my .NET skills are weak. So let me walk you through the XML. [/quote] Why .NET ?
[quote who="Gene1966" reply="16" id="2755081"]From reading these AI threads, I come to think that may the "Ridiculous" AI setting is not supposed to the the Hardest, but rather "Ridiculous AI" LOL These AI do seem a bit ridiculous no?[/quote] [e digicons]:grin:[/e] My most relaxing moments with this game is when i take my ship and sail the open seas. I just lie on the deck, open a beer and watch a mix of AIs, and NPCs roam aimlessly on the shore. That'
They should nerf the AI a little bit, cause it's really hard right now, predicting my every move, making optimal use of resources and terrain and dynamically changing strategies as the game progresses. Suggestions for easier AI: + Stacks should be consisted mainly by champions, not troops + Rarely utilize magic + Cities should be left unguarded or at least lightly guarded + Never use ships + Troops should wander aimlessly around the map + Sovereign should be r
Just finished machinarium (bought it a month ago for 4€ !! but never played it until a few days ago). What a beautiful game! Pretty, pretty, pretty and really smart puzzles, though too short to be honest. Don't know if the offer is still on, but people who like good adventure games (or just good head scratching) shouldn't miss it.
If something costs 100 euros and i see a "25% off" sign, i expect the new price to be 75 euros. I don't care if it used to cost 200 euros a year ago and got to 100 through an earlier "50% off". That's how it works in everyday life. Bonuses or reductions are applied on the current value not the initial one. That said, i do unserstand Stardock may want to use a different system. That's fine. But you have to warn the players about it. Plus, i think adding all the bonuses/penaltie
[quote who="Heavenfall" reply="5" id="2746813"]Added to 1.5 bugfix mod.[/quote] Nice, didn't know someone was already working on a bugfix mod. [e digicons]k1[/e] [quote who="Rabenhoff" reply="8" id="2746944"] But I also wonder, why nobody else playing a Fallen faction had noticed and reported something so apparently broken up to this point. Or maybe those cheeky Fallen-playing fellows actually enjoy this unfair advantage over us righteous Kingdom lovers. *evil grin*
OK, about the Warrior temple issue, i think i know what's wrong I had two other structures at level 3 city that gave -25% training time bonus (don't remember the names). Checking the XML files i see that negative bonuses are given in 0.f format, so -25% becomes 0.25. So if training time is x, then the new training time after the bonus is appli
Sorry if this has been posted before. I have a feeling Warrior Temple improvement is broken. It's supposed to give 50% decreased training time, but in fact it gives much more than that So i have a level 3 city. Time to train 12 Elite Uber Dukes (custom unit): 29 turns &nb
So it's Sunday morning, a quick look at the Sunday papers (Greece is going to hell, nothing new here [e digicons]:thumbsdown:[/e] ), the football match is at 18:30, so AT LAST i have plenty of time to play a full game with the new 1.06 patch (hadn't even played the 1.05). I set the game on extreme, medium map, stock sovereign (a Royalty female, don't remember the name), 7 opponents on extreme and ready to go. Only victory condition was conquest (or whatever it's called). Appa
OP wrote down, in a comprehensive and articulate manner, all those oddities, annoyances and oversights that I (and many others apparently) have spotted in the UI. No flaming, no fanboyism, right on the spot. That's fantastic feedback, SD team, and as solidsmook said: " Sticky this please. Print and post it on your walls ." [e digicons
God, that's a great UI. Also in city view: This looks fantastic, and mock up or not, it comes from Stardock. Which raises the question: WHY wasn't it implemented??? That's top-notch UI, pretty and intuitive. Can anyone from SD explain why it was dropped in the process? <span style="color: #00000
Better idea: Having the option to build special structures (outposts?) that give you warnings when enemies cross your city's territory
Happens to me all the time. My sovereign had the Intimidate trait so most of the times, facing weaker enemies, their morale went down to 0 immediately or after 1 turn at most. It made battles trivial and unintresting. Other related oddities: - Catapults always had that 1 extra turn even if there was one catapult facing an army rating at 1000 - When facing an enemy with the intimidate trait, my morale was always down to 0, making the battles unplayable. Even if i had a
Maybe if you gather enough it reaches critical mass and explodes. Oh, wait that's uranium [e digicons]^_^[/e] Joking aside, that's why we need more thorough documentation. I know you folks are doing your best and working like crazy these days, but some things need to be clarified.
[quote who="Femmefatal48" reply="19" id="2727088"]Game is great but many of you must know Trolls are never satisfied and want to redesign every game that comes out.[/quote] Relax, it's just feedback. We don't DEMAND a change, we just point out what we find annoying/buggy. I think that's really helpful for the devs to decide what to change and what not in future versions. It's their judgment after all
[quote who="Voqar" reply="13" id="2726922"] Don't be so sure unless there's huge community outcry. GalCiv2 had the same exact ESC key behavior and they never changed it. It was equally annoying in that game. Hop into planet screen to tweak something, instinctively hit ESC to get out and boom, options screen, then you're wasting time moving the mouse to close TWO windows instead of one.[/quote] Never played GalCiv (from what i hear it must be a great game), but i