[quote who="Thorizan" reply="2" id="2674673"]Hmmm... incest would probably be out. [/quote] If ESRB concerns have removed ale from the game, seems like incest options will definitely be left to the modders. Song of Ice and Fire projects would need it if they want to be able to play 'historical' games with the Targaryens on the Iron Throne. Re "second generation takes such a long time," I like how that provides a strong distinction between the game-opening phase and th
Philocthetes
Anything to cut down on brainless clicking would be swell. The game is already smart enough to 'dumb down' the 3D art for weaker vid cards like mine; it should also be able to get the most out of a rig in terms of basic UI tasks.
The idea certainly makes sense from a role-playing POV, but how would you make the choice to delay starting your own lineage interesting/useful? Min-max players would probably find an option like that to be clutter unless there were some benefit to sovereign's marrying into other dynasties as opposed to marrying free agents. Maybe if diplomacy ends up being very important no matter what a player's end-game plans are, giving a big diplo bonus for sovereigns marrying into another's line
This seems fixed for me in .805. I still don't understand what the relationship/differences between the Enable Music and Enable Layered Music check boxes on the Audio tab, but now the game goes silent when I switch away from it with all the Audio options selected, even when I'm zoomed in enough to see smoke from fires, which is pretty seriously zoomed in for my crappy excuse of an Nvidia hybird network/video card...
[quote]Also, we're slowly making it back to where imps must be continguous. So the location of improvements will be important.[/quote] How about giving city walls a chance to be really fun and making the town-vs-country distinction part of the game? I'd love to see how things played out differently if I were able to choose between building a given improvement within a city wall or getting the asset at lower material and labor costs by building it out where you need strong field presen
[quote]The proverb has always been idiotic. While you can attract more flies with honey, it's even more productive to give them shit instead.[/quote] Yes, well, that probably depends a bit on the sort of fly whatever fool behind the aphorism is trying to catch, but it also begs the underlying question "Why catch flies in the first place?" Catching flies just to catch flies kind of describes how I feel about building housing and food production in the builds so far. And I'm really fon
[quote who="SavageBananaMan34" reply="2" id="2669920"]Your post is a bit flame-y, but I agree with you that city building is booooooring. ...[/quote] Actually, psychoak is being kind of restrained here. He can be much more feisty when he wants to, which makes me suspect he cares quite a bit about his basic complaint and is (unconsciously?) showing awareness of the flies-vinegar-honey thing. I haven't gotten to see if Beta 3 is significantly different, but I have to ad
[quote]The Sovereign will be able to found a kingdom (1 city) but after that, only pioneers can build new cities. [/quote] Sweet.
The 2B build is up.
[quote who="Tridus" reply="31" id="2663157"]... Making you decide WHAT you can't afford to cast is important to making a fun game (just blowing everything up in sight with infinite magic doesn't stay fun very long compared to a game that forces real decision making).[/quote] Isn't it really about what you can afford to maintain in addition to what you can afford to cast? Some MoM overland spells were one-time costs, but others had a base cost plus maintenance. The difference
[quote who="lwarmonger" reply="49" id="2663117"]I believe at this point they probably are working weekends, or at least half weekends.[/quote] I've seen more than one build posted rather late in the evening Michigan time, he typed hopefully...
[quote who="Frogboy" reply="69" id="2663143"]... 8.6 gigajoys.[/quote] The truthiness of it... [e classic]:lol:[/e]
[quote who="CariElf" reply="28" id="2663145"]... There isn't an event log.[/quote] Not even something as simple as GC2 has now? That's both surprising and disappointing. I'd pay for an expansion pack that did nothing else but fund a good logging schema and a simple 'dashboard' to make it accessible in the game.
[quote who="TheProgress" reply="62" id="2663113"]... How are the concepts polished and balanced marking "natter" ? Polished means time has been spent ensuring that everything is as flawless as possible (within budget / time constraints). Balanced simply means that the different units play fairly against each other - that one player won't be able to dominate everyone else with one specific super unit.[/quote] Talking about gamer jargon wasn't meant as an insult. I make no apologies for
[quote who="ddd888" reply="16" id="2663089"]well in mom there was mana and skill power as limiting factor[/quote] I'm nearly ready to make a choice for a hypothetical If You Could Have One MoM Thing in Elemental, What Would It Be question. It would be having a casting power stat derived from essence and no mana pool cap. But we've seen no real magic stuff yet, and my concern there is that I can't imagine how an essence-capped mana pool can avoid feeling clumsy at best when the
[quote who="Frogboy" reply="36" id="2663000"]...In fact, in 16 years, the ONLY game that forum users thought was ready was Demigod and that was only because it was so polished early on.[/quote] Beg pardon, but isn't that almost like saying that no one's been 'right' about this question yet? [e classic]:-|[/e] I'm not a Demigod customer, but I learned about its launch saga via the GC2 boards. I'm also not fixated on any sort of marketing natter like "polished" or hardc
[quote]+ Created Archivist unit unlocked through Archiving technology [/quote] Oi, this one makes me want to mention a certain unmentionable attempted GC2 feature that turned out to be an impossible work item... Is it unreasonable to hope that this unit actually means that event logs are going to be somewhat detailed and accessible via the game UI? Even if it took working a research tree and building a structure and a unit to station in it, I'd dearly, dearly love to be able t
[quote who="pigeonpigeon" reply="7" id="2662871"]Nice thread. But I'm a little bit terrified of your stated goal of the game being finished in 3 weeks, with another 2 1/2 weeks for minor little tweaks... The game does not seem that complete to me. Not to mention we haven't even seen tactical combat yet, and there is essentially no AI in the game... [/quote] The date doesn't terrify me so much as vex me sorely. It seems oddly hasty given the very generous beta time allowed for earlier
[quote who="Wintersong" reply="4" id="2661329"]... Lower screen resolutions? ... still working for a minimum of 800x600 [/quote] I wasn't suggesting the scroll thing go away for lower resolutions; it might be necessary in some contexts even on larger display areas. Besides, I might well end up wishing for 800x600 myself because my rig has a crap-ass NVidia hybrid card and I don't expect to have budget for a new rig any time in the text few quarters. But if I can hold up
[quote who="Bellack" reply="6" id="2660241"]I'm so sick of game companies not putting out decent manuals these days. A manual sould have all the information on how to play the game like what each stat does and how it relates to the unit and game. What the different symboles mean. The advatages and disadvatages of the terran features. How to create untils and user them. Citty management section and all the ins and out of building up a city and what each improvement does. etc. <
[quote who="Annatar11" reply="1" id="2660951"]Yeah, to be honest I'm really unsure why they changed from that to what we have. Our current one is a bit smaller, but it feels less polished.[/quote] Yup. Seems like at least two possible causes: 1) Devs are mistaking 'immersiveness' for maximized 3D display area or 2) The real game (not the engine) is still so far from finished that there's no point in trying to polish the UI yet. Might also be some vexing mixture of 1 and 2, but
Will the Tile Editor assets include 'organic' elements so we can build things like crannogmen homesteads and Geoff the Slug's Great Hall?
[quote who="Annatar11" reply="11" id="2659009"]As far as exp goes, unless it was changed stealthily, then any units fighting should give XP to your sovereign, even if he isn't in battle. ...[/quote] I haven't gotten to play enough games past a few tens of turns to be confident about it, but my scraps of playing and lots of reading around here make me suspect that the stealthy change has happened, at least by accident if not By Design. Things are definitely in large flux, thoug
[quote who="Annatar11" reply="5" id="2656806"]... I really don't know how having to move units to adjacent squares to give them stuff can "fun strategic decision making". You either move your giver to the receiver, receiver to the giver, or meet half way. That's about it for the "strategy" around item trading this way.[/quote] It can be fun because it makes you look hard at a large map and weigh the 'time-value of asset transfer' vs. the value of keeping the asset-holder and inte
[quote who="Blaze of Glory" reply="7" id="2658467"]My bad, didn't mean to get everyone up and excited![/quote] No worries. The devs are the folks who really need to pony up about the stealth/invisibility questions. Even a vague "We haven't ruled it out or in yet" would be better than the apparently complete lack of response.