Das123

Das123

Joined Last seen Member # 665472
160 Posts 819 Replies 22,872 Reputation

First off, this game is very very good. Well done Stardock. You've really delivered and should feel extremely proud of what you have produced. I am enthralled playing the game and a good sign is I started playing ten minutes ago and looked at the clock and it two hours later! And I don't want my one hour 50 minutes back!!! First of all, the only reason I stopped playing was because of a crash. Tried to reload a game. I'll lodge the debug file in the support forum. Other than that it h

9 Replies 4,572 Views

[quote who="Frogboy" reply="4" id="2722455"]My understanding is that everything through Australia has to go through some crazy level of ratings board stuff before it can go on sale.[/quote] That's us! [e digicons]:-"[/e] Crazy the amount of government interference our country puts in the way of things.

15 Replies 10,586 Views

[quote who="Island Dog" reply="5" id="2721063"]...when the time comes. [/quote] Any word on the 'when'? ;)

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I like what Tom writes in general and am a subscriber to his podcast, Three Moves Ahead. Don't always agree with what he says but he always backs up what he says with reasons. :) BTW, Frogboy, when are the guys going to get you in for an interview again? I'm sure it must be on the cards. Personally I think it is great that a reviewer and a developer can be friends AND maintain their professional integrity. Besides all this Tom had a guest role in The Office wh

145 Replies 292,468 Views

Percentage bonuses should only apply to the base resource, not compounded through multiplication. If you multiply then you are applying a bonus to the bonus which isn't right. Referring to a salary isn't a good analogy because when you get a bonus one year the base resource (your wage) is changed and the next year the new figure is the base resource (compounding). In this case we are talking about base resources that don't change over time so the bonuses should only apply to the base

145 Replies 292,468 Views

[quote who="Storm" reply="78" id="2719455"]My guess on this is because hexagons (which I prefer as well) would make it so much more difficult to code. Especially with the modding tools. For each tile, you'd have to dynamically draw 6 sides instead of 4 and then there is the offsetting of every other hex. I'm also guessing that the XML files behind the Modding tools which are all text would have been 20-30% bigger as well because of having to have the extra coordinates and te

103 Replies 283,882 Views

I'm assuming Brad is referring to the look of 1980's style war-games. There are a lot of games that use hexes where the structure in unobtrusive including Age of Wonders. One of the reasons Civ V decided to go the hex route because they didn't like how easily armies could be by-passed by other units across the diagonal. This is the most frustrating thing about playing the Fall from Heaven mod. GalCiv doesn't really need hexes (although I would argue that it would have been good there as well)

103 Replies 283,882 Views

[quote who="Dadou" reply="66" id="2718995"]My only question about the whole game is : - Why the hell did they go with Squares instead of Hexagons ???[/quote] [e digicons]:|[/e] What he said.

103 Replies 283,882 Views

Nice post sabbath519. :) [quote who="sabbath519" reply="64" id="2718933"]Generally you expect games to improve over time, but lately we're seeing a lot of games come out that are more "console-friendly" or "streamlined" instead, but when you strip down or simplify features, how can you ever dethrone the classic "kings" of the genre? Esp. in TBS games where complexity and sophistication is a good thing and a draw of the genre. Cleaning up and streamlining a GUI over time is great, but

103 Replies 283,882 Views

I don't think anyone is disputing that MOM was a great game. Or that Elemental primarily looks to MOM for much of its inspiration. In his FiringSquad interview Brad said, "In terms of other games, we’ve been inspired by everything from Age of Wonders to Heroes of Might and Magic, but our biggest inspiration has been Master of Magic." This thread is speci

103 Replies 283,882 Views

The public patch along with the mods transformed AoWSM into an even greater game. I can't remember the details but there was a super-mod that included three of the best total conversions making it easy to install and switch between them. I've been switching the game around between these mods for years and have been really enjoying single player. [quote who="cephalo" reply="41" id="2717241"]Challenging AI has never been a priority to me as long as it's not compensated for by rediculou

103 Replies 283,882 Views

[quote who="gamecat_uk" reply="51" id="2717427"]...Seriously this is my last post, I thought the Stardock forums would maybe have less knee-jerk fanboys and more serious experienced and polite gamers. Adieu[/quote] Gamecat_uk has presented structured thoughts and supported them. I don't agree with all of them (I loved single-player). But it pisses me off seeing people like this hounded from the forums. Not the first time this has happened either.

103 Replies 283,882 Views

Regarding the multi-player vs single-player issue, I have got to say that I'm very much in the single-player camp. But I think the changes they are suggesting for multi-player make sense. I don't see it as 'dumbing down' the game-play, but rather focussing it. This makes sense.

24 Replies 33,718 Views

The Age of Wonders series has been my all time favourite games since they were released. They are now getting really old but I still enjoy playing them immensely. I too am hoping that Elemental is the AoW Killer but at this stage I still find AoW better than any of the beta versions. But as has been said, the Elemental betas weren't demos so we really won't know until the game is released next week. I think that in the long-term Elemental will prove to be an incredible game but there

103 Replies 283,882 Views

I have mixed feelings about the beta process. I was expecting the game-play to be more fun from the start and I was expecting to be testing the balance more while still in cloth map mode. At the end of the day if Stardock got what they needed from the process then it has to be called a success - even if the process became a bit frustrating from the testing side. If what we did was called 'Alpha' instead of 'Beta' then I wouldn't have expected anything more than what we got. It

14 Replies 13,385 Views

The purpose of the trailer is to make a good first impression for people who know nothing or little about the game. It needs to be evaluated cold and dispassionately rather than evaluated by those of us who are familiar with the basic concepts through the beta testing phase. It is a very important marketing tool and is likely to be the 'flagship' video for the game. So given these requirements and looking at it 'wearing the shoes' of someone who doesn't know much about the gam

24 Replies 15,240 Views

Thanks for posting the screenshot. :) The GUI looks great! You can really see the improvement in the way the vital information is displayed all the time and it looks much more accessible than during the beta. Well done. I can't wait until release date. Is the small symbol above the mana bar an indication that there is a hero in the stack that can level up? And second question, is the status display for the whole stack or do you still need to select individual u

56 Replies 101,087 Views

TBH I thought we would be testing balance on the cloth map. There was a lot written in the early days that the game needed to be fun to play with minimal graphics and that playing on the cloth map was going to be the acid test for game-play. Not that I'm complaining about it now. Less than two weeks to go and I want to play the release version fresh. :)

136 Replies 73,242 Views
Reply to City snaking in WOM Ideas

One really simple solution that may help could be to look at one of the reasons cities were contained in ancient times. City walls. I'm not suggesting that there necessarily be a cost in materials applied to snaked cities, but it could be used to apply a defensive factor. The number of sides exposed from each tile could be used to provide a variable that is applied as one of the defensive factors to units defending a city. Lets say that a perfectly formed (square) city provide

10 Replies 3,141 Views