I've played enough multiplayer matches to know that half the players tend to quit once they lose their first city. I can't blame them, because in many games, losing even a single city early enough in the game means you've already lost. When you're playing a very long hundred turn + long strategy game your not going to want to keep investing many more hours into a game you've lost hours ago. I don't see why it is so hard to see that it could be the breaking straw. We don't know how lon
Tourresh
[quote who="Climber" reply="7" id="2309495"] Fraction spells. Some fraction has its fraction specific spells, AND do not have access to some spells, including Core spells. When designed carefully, this will allow sharp differences btn fractions.[/quote] Fraction spell example: Destroy 3/16 of enemy troops ;).
[quote who="Denryu" reply="5" id="2309469"] I like the idea of each site researching it's own thing. It doesn't look like that is the direction they are going, but that is a very cool and fresh idea. I'd love to see it in the game.[/quote] It's all cool until you lose the site your researching at. In addition to the huge loss of an entire city you'd also lose a research tech that could have taken a very long time. There's no need for further penalties that are just going to make
I think I'm going to have to mod in hot air balloon tech as one of the rare possibilities. Might as well throw clockwork and steampunk in there while I'm at it.
[quote who="Anomander" reply="2" id="2299541"]Dont get me started on the heavily stylised gfx, I said from the the beginning that the gfx were not to my liking. I aired my thoughts and then had my ear chewed for about a week! I am though willing to now wait to see the finished product, so that I can either gloat at my 'correct' observation or eat humble pie. We shall wait and see![/quote] I play ascii games so I could care less if they were stick
[quote who="psychoak" reply="3" id="2299033"]Show the route of any selected unit. Grab route, stretch to change pathing. Problem solved.[/quote] Sounds good to me.
[quote who="Wahngrok" reply="22" id="2298867"] I admire your ability to tell that from just one screenshot. [/quote] And I don't admire your reading comprehension. [quote who="pigeonpigeon" reply="25" id="2299047"] How could you possibly conclude the that combat looks indistinguishable from MOM, AOW, HOMM, and KB from that one screenshot - especially considering combat in MOM and AoW is totally different than the combat in HoMM and KB. Your post makes no sense.
https://www.stardock.com/about/jobs.asp looks like it needs to be updated. Any ballparks in regards to salary and benefits for game developers?
I'm picturing situations where the AI sends out caravans the most direct route, but not the best. What if the direct route happens to be a very dangerous frontline route. Not being able to override the AI and reroute the caravan down a safer road might be frustrating to players. On a related note, I think any idea that makes players seriously think about attacking and defending their supply lines is great. Supply line creation and control I can go either way on.
I'm not really seeing how the tactical battles are more like X-COM than like every other fantasy tactical battle. Looks almost indistinguishable from MOM, AOW, HOMM, KB, etc.