[quote who="Cruxador" reply="1" id="3009280"]Stardock is indie?[/quote] Can't speak for anybody else, but it's always seemed to me that if some head developer sits around afterhours discussing the latest game session they've had with their friends, chances are they're indie. If the head developer sits around afterhours discussing how well their stocks are doing with their friends, they're Game Industry. Of course, this is
Glazunov1
[quote who="DsRaider" reply="32" id="3122929"]I own Civ5, like it, and think 1UPT is a interesting system that adds a lot of strategy. That said Civ5 has a lot of flaws. 1. Plainly ridiculously bad tactical AI. 2. Bad Pacing. 3. It's way to hard to conquer cities. 4. It's way to easy to city spam 5. It's broken on a competitive level. This site chronicles the problems that competitive players have well. &
[quote who="seanw3" reply="4" id="3129969"]They don't let demo users into the forum? [/quote] Last time I checked, they did. They won't allow you into sub-forums without a game registration, though. That means you can't look at mods or get tech support without having registered a game, since those are always both sub-forums inside a main one.
[quote who="Bellack" reply="29" id="3129865"] M:TG if you allow all cards (which we do from Alpha set to the current) is not watered down at all.[/quote] If you would like to discuss M:TG content, I suspect another forum would be appropriate. I was using it here in context, as an example in its first expansions of maintaining a lack of balance between the colors, so that each played out differently, and required various strategies to succeed. :)  
[quote who="Mistwraithe" reply="20" id="3119617"]It feels to me like the big guys (and EA are a prime example) are trying so hard to squeeze profits out at all costs, with short release cycles and incessant DLC amongst other things, that they are continually causing long term damage to their company image and reputation which ultimately DOES have an effect on sales, even if it isn't enough to drive them out of business (so far anyway - hard to know the future).[/quote]
[quote who="seanw3" reply="17" id="3129792"] This reminds me of a few weeks ago when Brad mentioned how releasing a beta took alot of resources they need to be spending on the game. [/quote] I did a fairly elaborate mod for Oblivion--not heavy tweakers with new content like your excellent ones for WoM, just adding a bunch of new purchaseable content with additional scripted options. If at any time I'd been asked to supply a beta, I'd have had to
One thing I would like to see is a character creation system that's like the one used in MOO2: apply available points, and get a difficulty rating that in turn affects the final numeric rating of a character (if you care about such things; I don't, but some do). Want to create a super character? Why not be allowed to do so? It's your game. Similarly, you could create a character with few points, and get a much higher rating based on your character's dif
[quote who="Fistalis" reply="22" id="3129717"] Since you brought up M:TG... Red was the undeniable champ of direct damage.. but wasn't the only color capable of doing so. The other colors that had the ability played on their theme. Example: drain life.. a black direct damage spell.. it wasn't as mana efficient as a red DD spell but also had the added benefit of giving you the damage in life points.[/quote] My point was more general than specific, but if we
[quote who="Heavenfall" reply="18" id="3129673"]Meh, damage spells in every school isn't needed imho. As long as every school has combat-effective spells like Stonekin, I'm happy. If you want damage, just go fire?[/quote] I'm inclined to agree with this view. One of the joys of playing M:TG is that choosing a different color (or color combination) as yours made it effectively a very different game: red had a lot of direct attack spells, but was weak in
I've just found this question, so it may miss it's mark, but still-- I've also had difficulty getting to the research screen in that manner. Try clicking on the countryside, not a city or a unit, then select Research from the button bar at the bottom of the screen.
I for one am interested in what for people who see those visuals above, the take away is. What makes the ones that work for you, work? Is it atmosphere? If so, which of the images do you find have atmosphere, and what makes them atmospheric--as opposed to the others? Is it something other than atmosphere?
I think these are good points. In Warlock, the beginning of a new movement turn is shown by a "pylon" in the field, with arrows leading up to and away from it: click on a unit, and a distant spot, and you get the pylons to indicate when a next turn is required to move further. I'm not saying this is how it should be done, but that it is a recognition of the issue: that players like to know how long it will be before unit A arrives at point B.
[quote who="EviliroN" reply="48" id="3129205"]You didn't offend and I didn't mean to offend you. What happens when people (myself included) bring up "good 'ol MoM" is that the thread gets taken over by pro- and anti- MoMers and we lose all discussion of anything relevant. [/quote] Oh, that kind of thing. No, that's not my point, and I've no interest in an "A is better than B" discussion, which usually generates a lot more heat than light.&
[quote who="Heavenfall" reply="2" id="3129131"]Agreed, want more summons. Agreed, want more global enchantments. I really want some funky stuff with the global enchantments. Like in AoW, there were spells that changed the land in your domain. Why not a Water spell that turns your land into a land of frost, where enemies can only move 1 turn, monsters only move rarely, but your food is decreased by 20%.[/quote] I like that. I like the id
[quote who="EviliroN" reply="46" id="3129163"]let's not start another MoM thing again, please...[/quote] What is a an "MoM thing?" I haven't read any posts here about MoM, and its image figured above. I am certainly not aware of all Internet traditions, but I have played and enjoyed all those titles. Figured if anybody likes MoM, letting them know there are improvements floating around the Web was a good idea. How did I o
If it hasn't been noted already, Master of Magic has received both a usergroup-based tweak mod and a bugfix mod, on www.realmsbeyond.net . I can recommend them highly. It's especially great to see the way monsters now erupt from caves and nodes periodically to target all cities, when in the past they pretty much just roamed around and took in the sights. Wonderful game, Master
[quote who="Cruxador" reply="105" id="3128934"] quoting postOr you can offer tribute to an AI player that you want to stay on the good side of. If you are powerful enough you can demand that an enemy sovereign surrender to you. If this happens their empire is removed, just like they were defeated but you gain that sovereign as a champion under your control.There's something that needs to go home. Cities and their inhabitants don't just disappear because the king is de
Most powerful, or most fun? My first character I almost always design for fun and to investigate the gaming world (plus controls). So I usually go for all the magic power I can, to get a chance to see what spells are around, how they look, what they can do, etc. Later I go for trying to find synergies, characters whose abilities, background, etc, play into one another to make them more powerful. But that, too, is part of the fun.
Perhaps consider providing players with a slider that controls the speed of combat animations? I'm finding animation speeds fine, but rising from prone takes forever. Probably bad knees.
"...Speciesism was more interesting. Black and white lived in perfect harmony, and ganged up on green."
[quote who="Heavenfall" reply="75" id="3128572"]Yes, I think it should. [/quote] Thanks. Much obliged--both for the mod, and for the quick reply.
Sorry to hear it, but understandable. I suspect like myself, you're beta'ing FE.
[quote who="Frogboy" reply="9" id="3128512"]There's no point in releasing a beta where reports would be dominated with bugs we are already aware of.[/quote] And inevitably half or more of the responses would then be spent pointing out just how buggy the results are. All of which would get in the way of the real business, assessing changes to the features, balance, and design of the game. Take the time, do it right. ;)
Will this work for 1.4?
This mod appears to have been removed. At least, so I'm informed when I try to download it.