[quote who="Malsqueek" reply="10" id="3145752"] Quoting joasoze, reply 3You (the OP) is getting far to worked up about this. Worst case scenario: You have to restart a game. I do not in any way want a system where the startup zone is warm and comfy. When you generate a map its very difficult to start evaluating chokepoints and such relative to the placement of AI empires and monsters. This isn't a matter of easy v. challenging. Randomly s
LordTheRon
Nice, keep 'em coming! Wanna see how this ends. Learning a lot actually.
Nice work Das, joy to watch!
Had this happen too, seems like a small bug. After a restart things were fine. This didn't happen before .0913 though.
Thanks for the direct link! But is it just me or has it vanished from where it once was as a sticky in the support forum?
Is was in the support forums for a few days. Checking it daily to see what's added and if it's released yet. But the post seems to be gone and no update in the stardock store yet. Yet, there is one bugreport bij DsRaider referring to 0.913... confused.
[quote who="Trojasmic" reply="8" id="3141875"]I still see the AI missing goodie huts/lairs and would like to see that fixed. I'm also seeing the AI freeze on a tile for 100+ turns (sometimes the whole game) and would like to see that fixed. [/quote] Yep, AI army (challenging) freezing on a tile is a big problem. Ceresa in my last game was at level 3 just standing there for most of the game while my Procipinee was level 11. Irane same problem except she finally got into
Great thanks Sean. Going to start a new game this weekend with your mod. Looking forward to it and sure hope the devs are trying these mods too.
Not being able to test this ( or is that the mod you released earlier Sean?) (edit: found it) but it sounds very promising! I hope the devs take notice.
I just won a battle I should have lost vs Lord Markin because his 4 groups of firemages (equipped with incineration staves) kept solely targeting my Fire Elemental. Of course my elemental didn't even receive the slightest damage because of his fire resistance. Something to look at Brad! Another thing about those mages is that sometimes when they shoot, their fire comes not from the staff, but the side of the screen.
Some nice ideas. The most easy solution would be to make pioneers cost population. It makes sense as a group op people from the city wander out into the wild world to found a new city. It's a tested mechanic from other games (Civ handles it by freezing growth when you're building a settler). I think in AOW pioneers also cost population (but I'm not totally sure). In combination with some sort of a reward system it could work really well.
Voted good. Really enjoying my current game. The flavour is really there now. I'm not playing brilliantly and that's what keeps it fun. The AI still needs work (but hey, we're in beta). Balance is a totally expected issue at this stage of beta too. Lot of interesting comments in this thread. These three areas (besides constantly improving the AI) need most work in my book: - City spam is still too beneficial (quite a few suggestions already in this threa
There have been quite a few discussions about this earlier. Challenging is full AI without any bonuses. Above challenging the AI get bonuses, below challenging AI is less smart. Not sure it the AI gets penalties on lower difficulties.
Good point, I second that.
Nice piece of free pr for Stardock Sean! People who are in doubt of buying the game should watch this.
Yeah! Downloading as I type. Only bad thing is that it's midnight over here already. Oh well, great weekend ahead!
[quote who="Derek Paxton" reply="16" id="3132585"] That list is nowhere near inclusive. Even as I play Im seeing things I forgot in the changelog or I trimmed to quickly. The internal changelog was 270 pages with the technical details, I cut it down to the above 20 pages (without pictures).[/quote] Don't forget to release it in between playing Derek ;) Awesome list!
[quote who="Glazunov1" reply="153" id="3132301"] Quoting LordTheRon, reply 151 Last week is was delayed by a week, so that means we're expecting beta 3 today unless a dev comes here to post that this will not be the case. Delayed by a week doesn't necessarily mean delayed by exactly 7 days. [/quote] True but they have a trackrecord of releasing new betaversions on Thursday's so it would be a healthy
Last week is was delayed by a week, so that means we're expecting beta 3 today unless a dev comes here to post that this will not be the case.
Like a lot of people here I was disappointed to not be testing tonight but this list of changes really made my day. The game is really getting the personality it needs. Great call on the stat system and making spells really matter.
[quote who="Azzazell" reply="57" id="3126731"]Is 12 april .. Where is Beta 3 ? ;/ [/quote] If you would have read this thread you would have known. It's going to be tight and besides that Stardock is based in the USA (don't know the exact timezone) and it's quite common that IF they release the beta today it will be somewhere between 17.00 and 22.00 h GMT. Since it's going to be tight I expect the earliest would be around 21 h.
For once I say no problem! 1) Have to finish my game on the current 0.86 build and enjoying it a lot. 2) Must play Mass Effect 3!
Add me too. Got quite a few freebies from Relias he should have picked up.
[quote who="Sarudak" reply="9" id="3090229"]Is anyone else finding the shadow warg summon to be crazy awesome?[/quote] It's nice, but Procipinee really needs it to survive the early stages. After a little while the summon does become less awesome, but still helpful.
Totally agree. So much fun exploring the magic path now and using those arcane weapons! And now... back to the game!