[quote who="Derek Paxton" reply="36" id="3183867"]Glazunov1 If outposts will be upgradable, something I'm very glad to see, could you make them also occupyable? Placing a unit on one, only to see it continue to appear on the left side of the screen as though it were a freestanding unit, is confusing. And that confusion only multiples if you leave more units in your outposts, currently. We are working on the fortify command in general. Meaning if you fortify a u
Napean
A welcome update! I can't wait to see these ideas in action, overall I liked what I read (with the exception of a brief red-colored rant below :) ) [quote]3. Basing the economy, research and production directly on population is painful/impossible when cities can grow from 1 from 600 population. Whatever bonus we give for those resources on a 10 population city become 60 times as high
Pirates [e digicons]>:([/e] To every pirate or would-be pirate, I have this to say: try your hand at making even a simple, viable computer game, and you'll get why such vehemence is heaped upon you by developers (not to mention the money). Gods & Kings I like it. But I like Civ5 in general, if only for the fact that there are no more SOD. Everything els
[quote who="Lord Xia" reply="16" id="3177668"]My start was Romance of the Three Kingdoms also, around 20 years or more. I was obsessed with it, played every game about the time, and reading the novels. I got into Civ and Alpha Centauri later and that sealed what my true genre I loved, TBS.[/quote] I always thought that was Lord Xia I was looking at :) Here's to Civ. I'll never forget my first Civ 1 game. I was on an Eart
[quote who="Lonemessiah" reply="34" id="3173996"]From a simple Civ look at things then essence most likely affects research.[/quote] Hmm? So, if I build a Library, I get magic esssence, which enhances my magic research. If I build a barracks, it provides military essence, boosting that research, etc... That could be interesting. Shot in the dark, of course, but such a system would be cool - so long as there are tradeoffs. What would stop a player from d
Initially didn't like the idea of Steam, but the sales were good enough that I bought one game, then another, and another. In general, I decide on digital distributor by price point. If someone has it on sale - Steam requirement or not - then I buy from them. Most of my purchases are pretty evenly split between Gamersgate, Impulse/Gamestop, and Steam. The DRM aspect of steam is less onerous than looking up answers from a game's manual, or keeping track of m
Loving Resoln's shard spawns, and bound spiders. These two features alone have (barely) kept me alive on a map where I could not find another site to settle. And no, I don't care to conquer a neighbor. So kudos to the differentiation of mechanics!
[quote]+ Added the No Armor faction weakness (assigned to resoln, this faction can't learn the armor, hevay armor or arcane armor techs) + Added the Binding faction ability (assigned to resoln, their shard shrines summon special elementals like camps)[/quote] Love it. Looking forward to this installment.
Such events were one of the things I loved in GC1. I remember a game where my relentless war against the Drengin had reduced them to their homeworld. At some point I received a message that the Drengin were doing something truly evil. A while later, the Drengin erupt from their homeworld with some uber ships that completely change the dynamic of the game. My alliance went from "wipe them out" to "how long can we fend them off." It was awesome! Elemental w
Agree with OP. Emergent stories would add color. I suspect this is also what we're really clamoring for when we ask for "more choices."
Voted no. Not big on multiplayer. That's what board games are for :) On a side note, I would be willing to purchase DLC (if it's substantial and not just cosmetic stuff) and the expansions.
Bought Warlock today, and it is a solid game. Reminds me of MoM. Not as deep as FE, but that's fine. $20 is a steal for this title. I'll definately purchase any worthy DLC.
FE's music. I especially like the main menu theme.
I had the same observation on a new game start under .91. No Heartseeker awarded. Maybe it should just be stricken from the quest text? EDIT: Hmm, hadn't noticed that either. No worries then. Playing through a new game now anyway :)
I was just thinking about some of the trouble w/ balancing E:FE, and computer games in general. With traditional board games, tables of various values are provided. Tables permit easy modeling of non-continuous relationships, which permits more robust balance-ability. Modeling game quantities directly on well-behaved, continuous functions would tend to produce well-behaved, regularly scaling (be it linear or exponential) effects. Sure, m
[quote who="Glazunov1" reply="120" id="3136170"]If we all shared the financial burden for the game, I'd say we had at least some small reason to expect each of our specific views to be attended to, even if they weren't implemented. But we don't. If the game fails, it's Stardock's rep and money that drain away. It's their responsibility to make decisions. I don't care how "right" or "wrong" my opinions or anybody else's are. We need
[quote]4. Do away with the current level-up screen for cities. I don't always remember what city is specialized to what, and as I never know ahead of time when I'm going to level up, I don't doublecheck first. Two things: First, allow us to do the city level-up when we want to. Put a button on the city details screen, or whatever, so that if I want to check things out, maybe revise my plan, or wait three turns to level up, I can. Second, integra
I thought the armor levels were intentionally boosted for effect. I suspect balancing will come later.
[quote who="feelotraveller" reply="5" id="3136021"]I'm rather neutral about the different building options we currently get on level up but please don't call them city specialisation. And don't get bought off that we have city specialisation either.[/quote] There isn't a lot of specialization at present. The idea in the latter bit of my post wasn't elaborated much, but I had in mind a branching specialization tree ala Final Fantasy Tactic
[quote who="Kantok" reply="45" id="3135746"] That granular level of balance must come last, because everything else has to be in place and locked down otherwise balance changes will be ruined every time a mechanic changes. [/quote] Good point and post.
[quote who="amcjkelly" reply="83" id="3135937"]I loved the original Masters of Magic, I still play it! I think Elemental is its own game, but I think it is also a very worthy successor. I do miss Kali a little though! I always hoped that given the new name... that a similar character would make an appearance. Raising the dead of her opponents would give real teeth to death magic. Plus, you already have so many cool pics of the "enchantress
[quote who="Frogboy" reply="41" id="3135721"]Except we disagree. Obviously, it's Kael's game and design here but I still totally disagree with what you write above. If you had said "I don't think there is enough" then I might have agreed but you say there is NO meaningful decisions. If I am building up my infrastructure then I'm not training a unit. That is a trade off. Whenever you gain a city (conquer or found) you are diluting your growth speed. F
I'm still building libraries et al in all of my cities. There's still not a reason to focus cities on some improvements over others. The specialization offered by selecting a unique building upon leveling doesn't narrow the focus of the settlement enough. And the fact that the same set of buildings is available for every city achieving each level further dilutes specialization. As an example, if I pick Gallows for my lvl 1 improvement, I shouldn't be able to
[quote]Make the tech tree somewhat dependant on moral decisions[/quote] That would be very cool, and could really help with differentiation. And in general, I like all the points you've made. If the tech tree can be differentiated to a greater extent, the rest of the game may follow. I was just thinking today about how techs were done in MOO2 - how you can only select one application of a particular science, and then you moved on. You'd have to trad
Just wrapped up a ~400 turn game as Resoln. Completed the Master Quest. Overall, it was fun. From the start I was hooked when I completed the quest that gives you the three spearman brothers. Early game they were very effective. It would be nice if the mercs and monsters obtained from quests or camps were upgradable, unless they are intended to only be viable for a limited time (if that's the case, maybe have the camps disband after a while, and the units t