They should reduce population and destroy some random buildings... and that's it, not raze the city.
Turin_Turambar
Oh look, now it works. :S
The game is stuck in the splash image at the beginning. No dump log generated Content of the debug.err: DebugMessage: Version 0.90 last updated on: Fri Jul 16 00:04:51 2010 DebugMessage: Entering WinMain DebugMessage: ******* Starting Game Shell ******* DebugMessage: *********DXDiag info follows.********* System Info Time: 7/17/2010, 11:07:53 DirectX Version: DirectX 11 Machine Name
Good idea, in other case the world would be a bit empty after the "cleaning" made by the differences factions heroes, killing stuff to level up.
Here is an autosave https://dl-web.dropbox.com/get/AutoSave.EleSav?w=d8c7142f Advance turn two or three times, and conquer the sourthern city, killing the enemy sovereign. Bam, crash. I think it's the killing sovereign part.
Easy. Scale with zoom, but don't scale making the units so small when you zoom in. The whole scale thing is to help see the units when you zoom out from the default view to have a more strategic overview on the map.
More focus on races, please. On the already included races. And i don't mean lore or backstory. This is a 4x fantasy turn based strategy game. The actual game is building stuff, recruiting armies, trading, making war and awesome spells. You have to work in the races, gameplay-wise. I don't care for the lore or the backstory (which, and i am sorry, reads like an amateur and totally uninteresting generic fantasy run-of-the-mill). Try to make the races disctintive.
As others has stated, att/def/hp/move is a very poor system for a game with magic and fantasy. Even worse if also the game has tactical combat. You need "resistance" to magic, so you can have units specialized against magic spells/damage or strong creatures with weakness against magic. You need some damage types/protection/immunity/weakness. What's the point of fighting a fire elemental if you can't use a water spell to damage it, ehh? And if i fight some ents-l
They weren't rendering that with 3d Max or something like that, it was real time, like... a 3d game. Because it is a 3d game XD.
[quote]I'll wait with any comments, positive or not, on this topic until its clearer what it actually means for the gaming experience. Flexibility in producing units is great, but at the same time: if there are no "unit archetypes" or rules at all, the result might just end up: bland. With heavy micro-management. A comparison can be made with Dungeons & Dragons normal RPG, where I have never been a big fan of the multi-class characters. When everyone, warriors, thieves, priests, s