[quote who="NiknudStunod" reply="59" id="3350339"] I would like to transport you back to the early to mid 90's. You didn't have day one patches because games were tested and released when they were ready not when the publishers wanted them out. Games didn't ship bug free but they didn't ship in the broken state a large majority of games of today do. I can tell you I am unimpressed with your attitude and dismissal of a person disappointmen
Phaedyme
I wouldn't pay two points for AM with all those limitations, or even with some of them. A higher up front mana cost is probably the only change that doesn't create an unnecessary difference between AMs and outposts or cripple AM utility, I am not sure how early you mean. A couple of cities set up as you describe would probably mean enough mana to create one AM every 5-6 turns, which I guess might only be spammy if compared to the rate other civs can turn out outposts,
[quote who="GFireflyE" reply="1" id="3350276"] the better question here is 'why do you care about steam achievements?' [/quote] Because they're kinda fun.
I agree that outposts are too expensive outside of arcane monoliths.
I believe there's a cheat that unlocks all tech, enabling you to design all the units.
[quote who="ins2" reply="155" id="3349686"] Perhaps another idea would be a repeatable "final" skill like the infinite "advanced research" etc. technologies, which can be upgraded continuously...[/quote] I wanted to suggest something like this in my "champion trees are full of filler picks" thread, but forgot. I do think one should be able to exit the screen without selecting a pick, and I don't see how hoarding is actually a problem as people are suggesting, th
The upkeep cost goes too far the other way and makes them effectively worthless. Who'd pay two points for a trait that, if you actually use it, would cripple your early game mana?
[quote who="phazonfreak" reply="55" id="3349334"] Well, to be honest Frogboy abandoned and snubbed him but I think understandably so... [/quote] To be fair, that happened because of the complaints about victimization and abandonment. Xan, I think it is reasonable to expect support for games, and expect announced patches to be released. It's not undeserved entitlement to want updates and fixes for games one has paid for. The noti
Thursday is traditionally the patch day, as I understand it.
[quote who="Derek Paxton" reply="124" id="3349366"] Direct distance isn't a very good indicator because it fails to take things like mountains and lakes into account. 2 cities may be close but separated by a mountain range, and it may make sense to use existing roads between them rather than create a new one. "Make sense" may be the wrong term. The hangup is in finding the balance between to few roads and missing some roads in some situations where players want
Complaints and criticisms are fine. Where I think the OP lost the plot was turning it into some kind of victimization/abandonment scenario where Stardock employees were deliberately snubbing him.
[quote who="parrottmath" reply="102" id="3348844"] Go to Prociponee (if she is in the game) and get the appropriate books. You can train the mage into any school you wish.[/quote] Incidentally, is there any way to learn life or death short of sacrificing a hero that has it? Not that sacrificing a hero is a particular hardship in this case.
I was adding potential I (15%) + potential II (20%) + potential III (25%).
Some low level spells remain useful throughout the game, while others do not.
I believe there were threads about the fact that it wasn't working, indicating that people did notice and care.
I missed that part.
Makes sense.
The general choices - except for the Potential line - are fairly good. You get something for each pick that will make a difference - initiative, attack, hit points, the ability to equip four accessories. Potential is a problem because of the nature of what it is. Taking all three gives +60% experience. The problem isn't that these are filler, but that they are so good that not taking them in some ways makes your champions weaker in a longer game. A trait that boosts XP is not very
This is for .8, but the square in the upper right from the selected unit (between it and the enemy unit - the latter just above the ophidian) was not passable. I could not target the special spear attack through it or move into it, and there is no visible reason why this square should be impassable.
Total nitpicking, but: Why do the Quendar appear to be pale-skinned dark-haired elves in the Hiergamenon PDF, but appear to be somewhat reptilian in the game? I'm mostly just curious about how the concept evolved from one to the other. I like the game version.
[quote who="Borg999" reply="60" id="3348129"] SD has been nerfing spells left and right since the early beta. Seems odd to weaken magic in a game about magic. There are quite a few spells that don't scale very well and become useless after the early game. Nerfing warlock contributes to that issue.[/quote] Which spells?
If they want skill picks to for chain and plate, they shouldn't be that hard to get or buried behind so many other picks. It seems like there's a lot of filler in the hero trees, and filler is not a good thing. My short version is that each pick should give something cool, not be a matter of holding cool things at bay for a few or several levels. I don't want to go into more depth in this thread, as it's off topic. I'll try to compose something more p
Huge random maps. Anthys might be larger, I'm not sure. It doesn't seem to behave like other maps, however, and I don't care much for it in terms of playing on it.
The game I played on a huge map had Tarth as one of the stronger performers. They wiped out Yithril before I ever saw them, and were at #2 when I finished the game. This was at easy difficulty, however, as I was trying to learn the game. Will see what happens on higher settings.
My observation has been that the occupied city unrest penalty declines over time.