[quote who="UmbralAngel" reply="8" id="3219071"]There are repercussions if you don't get a refund through the vendor and just cancel the order. Some places will blacklist you for doing this, though I have no idea if Gamersgate would do this. [/quote] I can't speak for anybody else, obviously, but in my case there were no problems. I don't see why there would be. If you purchase a key, and a key isn't delivered, you've not received th
Glazunov1
[quote who="Heavenfall" reply="1" id="3218985"]The code is hidden, but I'm sure the actual strength of your economy is a variable.[/quote] I wonder if a strong economy could even be a negative, in the sense that the AI feels more inclined to hit you up for money if you have a lot lying around. This has been an issue in Civ IV. I've rushed buildings to keep it low, so as not to attract the attention of my leader's acquisitive neighbors.
I'm fine with leveling, just as it is. I thought the last beta round it was too slow. Now, I can actually work up some heroes to use those higher level spells, and face some tougher opponents.
The ratings that show up on the screen. Number of cities and number of units are factors. Anything else? Can't say I've looked at the code.
[quote quoting="post"] Pioneer spam is the biggest problem of this game at current version. I really don't think forcing AI to build less pioneers is the solution to this problem; it will only makes game easier since spamming pioneer no tomorrow is literally only viable tactic for early to mid game. I thought about it, and thought about solutions like making pioneers expensive (like 150 gold per pioneers), unkeep or hard-coded limit on the number of pioneers an
Sounds like one of those Gamersgate "we've oversold!" deals, then. Try contacting their customer support. In my case, on a weekend, it took about 48 hours to hear back--fair warning. :(
He is correct. WoM did many things very wrong. There is no joy to be taken from it.
There should be a link from your purchase confirmation on the site to the key info/download. It's probably worth mentioning that I had one bad experience with Gamersgate, where they underestimated the number of people interested in something I was purchasing. As a result, they didn't have enough keys. For two weeks. I got a refund, instead of waiting.
One of the best parodies I've read since Dean Swift. :D
[quote who="chanter45" reply="53" id="3218180"]I'm incredibly excited for the modding tools. Custom quests/Items/Monsters/Research OH MY![/quote] Nice, simple coding, above. Makes modding for the Bethsoft games look like rocket science. I could easily get into this.
[quote who="BlackRainZ" reply="1" id="3218232"]Why is this not getting any attention> This is something which should be fixed. [/quote] In context, consider how many bugs and need-tweaks are being pointed out daily, examined, and confirmed/denied. Stardock's simply not capable of answering each thread, and they don't bother trying, but that doesn't mean your efforts were ignored or went unnoticed.
Brad made a point of reiterating "choices, but meaningful ones," and the game has pursued this. There are still plenty of bugs--it is beta, after all--but the design is solid, the AI is improving, and the game is fun to play. I really recommend it.
[quote who="Frogboy" reply="10" id="3217598"]Look at what I just made: This spawns 8 really nasty creatures around the victim player for a radius of 16 around their capital.[/quote] Rabbits? Can players hope to find a Holy Hand Grenade? Seriously, Brad, that's nice. Though I'd like to see these kinds of things linked to tree-based outcomes from quests and AI player conversations. Not rabbit abominations s
[quote who="mqpiffle" reply="8" id="3214374"]I don't think diplomacy just needs spicing up, it needs to be completely re-imagined. It stinks in it's current form - the UI, the options. If there's going to be any 'political drama role-playing' in this game then diplomacy is where it's going to happen. Either make it really, really good, or axe it and make this a war game.[/quote] Agreed. I'd like to see flavorful messag
I do see your point, Simon, and you perceptively catch that it's a major flow issue in the midgame. It's just that Stardock created the pioneer mechanic early in the game design, and they've stuck with it, since. Removing that would seem to mean recalculating a whole raft of things. Not just the way cities were created, but the use of pioneers to deliberately slow down building queues and scouting, as well as supplying a counterweight to Pariden's spell-based
[quote who="DsRaider" reply="15" id="3217232"] Quoting Glazunov1, reply 6There should be balanced factions in my opinion, but I don't think a developer necessarily gains anything from preventing players from adjusting difficulty to their own liking--and that includes creating unbalanced factions. You buy the game, in essence. It's yours. How you play it is entirely up to you. I would prefer a balanced game, and you would, but I don't honestly see what value lies in keeping ot
[quote quoting="post"] I think most of us agree that the game is excellent in early and mid game. But when all areas are settled, when there are a lot of cities to govern and the factions begin swarming the countryside with endless waves of grunts, the feel of the game changes substantially. Mopping up all those cities and fighting so many pushover battles against enemy armies can quickly become tedious work. So here's a solution: The first city is founded by t
As we already have a thread about this a few threads down, with quite a few comments, perhaps it would be better to consolidate all our comments there. Just a thought; no criticism intended.
[quote who="Bingjack" reply="3" id="3216867"] Quoting Glazunov1, reply 2I mean no disrespect, but why not simply put together the race you want, with abilities you feel are balanced, and leave others who feel otherwise to build the races in as unbalanced or balanced a fashion as they desire? You don't think there's inherent value in a balanced game, with balanced factions to the extent that it's possible to do?[/quote] There shoul
[quote who="seanw3" reply="14" id="3216870"] Once defense is fully fleshed out, the devs can add a power rating to defense structures. That means your faction power will go up by building a good defense. This is a fine line though. I would like Faction power to look the same as defense where it is split into three categories: Soldier Strength Here you would see the overall power of the faction's army, Sov, heroes, and monsters. Economy<br
I mean no disrespect, but why not simply put together the race you want, with abilities you feel are balanced, and leave others who feel otherwise to build the races in as unbalanced or balanced a fashion as they desire?
[quote who="auboy105" reply="10" id="3216806"] Quoting Glazunov1, reply 7What race? What attributes for your sovereign? Do your enemies stay the same in each game, and who are they? Sorry for all the questions. Custom race. Mage attributes plus super hero recruiter. All factions included.[/quote] Yes, Path of the Mage lends itself to fast advancement, and a single city with lots of research woul
What race? What attributes for your sovereign? Do your enemies stay the same in each game, and who are they? Sorry for all the questions. :)
I've started playing this combination of late, and I don't find it overpowering. It's basically a tradeoff: you have to build more scouting units at once to find champions, sacrificing useful early game turns spent on important buildings, which in turn affects research speed, army size, and even the level of heroes you can grab. Understand, I'm not stating the combo is without value. If it were, I wouldn't be using it. ;) But while it seems so good, there
I'd like to see this, as well.