Xentax

Xentax

Joined Member # 643884
3 Posts 4 Replies 167 Reputation

I found the Library, killed most (not all) of the monsters around it including the big'un (don't know if the specifics are a spoiler or not). When I walk onto the Library, I get 300 research (yay!) but the quest doesn't update. What am I missing?

0 Replies 4,027 Views

Will some abilities have other abilities as pre-reqs (e.g. "Flanking" requires "Quickness", or maybe "Improved Quickness", etc.)? If so, I want to make sure it's easy to get to the tree of such abilities from this screen (as opposed to having to go to the 'pedia in Civ). Also, hoping the set of available abilities is specialized to some degree - e.g. either based on initial type/stats/ability/something, or based on choosing a certain 'path', on

55 Replies 121,993 Views

Love the potential of the game so far. TL;DR version of the below: The UI doesn't feel as intuitive as I'd expect compared to other games in the genre. If I've missed something obvious about the UI that helps address the following, please let me know. I feel like the UI doesn't give me enough hints about what's going on: 1. A unit with no current move order (or order to stay put - e.g. fortify) has no obvious indicator. I'd personally go one step further and wou

0 Replies 878 Views

The name/backstory of a character I've played in various games for over 15 years. Here's the pic: (Edit: Link was broken; here's the right one: https://dl.dropbox.com/u/6726701/Xentax_260285720.png )

0 Replies 1,980 Views

My 2 cents - separate the gameplay aspect from the realism aspect, and let the game-play drive the decision. It's a fantasy fictional game and those are written in reverse order of importance. :) Game-play wise, defenders need to be able to develop and express classic defensive advantages - interior lines of communication/supply/movement, the ability to prepare and improve terrain for defensive bonuses, and to be able to create and man choke points. Attackers ne

89 Replies 138,459 Views

Stand-out positives: Heroes with RPG-like abilities, equipment, advancement Customizable items for those heroes Random maps with rich strategic terrain Customizable 'side' (combination of self and starting side) Complex unpredictable combat (but see below) Wide variety of units, spells, etc. All this led to HUGE REPLAY VALUE Stand-out problems: Weak tactical AI Poor difficul

130 Replies 68,318 Views

I vote for investing in interesting customization options and plenty of art-related content to go with it. Having said that, having too many 'features' to choose from when customizing is also problematic (especially if there's WAY more options than your 'buy pool', forcing you to feel like you're only slightly different from everyone else). You can keep room for lore by making the customizations still map back to the lore somehow - e.g. you can make whatever race you want but it's sti

207 Replies 510,169 Views