So,I talked with a minor and got a unit. Right after the game hung for a solid minute with the mouse pointer staying as the dialog box icon.
Borg999
Thanks for the walk through! OK, my 200 turn comment was an underestimate, but I prefer medium to large maps. Will there be any available in later betas? I'm using .701, and I can't do anything with the minors. I assume you're referring to your internal build, or am I missing something? Base logistics may need a minor buff, or maybe include more logistic increasing facilities to build? Each time I get a unit for a quest the counter goes up, at incre
First, the update really looks good! I like how things are going! Two Suggestions: Equipping trained units with crafted items: After an item is crafted, you get to scroll through the list of who you want to equip. With trained units, it just lists the generic name such as "soldier", so you really can't tell which soldier. My suggestion, is to give each trained unit a sequential number - e.g. soldier1, soldier2, cleric1, cleric2, etc. This can help you remember who you alre
[quote who="mayahana" reply="35" id="3499569"] I'll send you a good resume template so you can get a job. [/quote] It's not about lack of money, or lack of a job, it's about priorities.....
[quote who="mayahana" reply="33" id="3499564"] Brad, please don't waste time optimizing the game to run on toasters. People need to learn to upgrade, buy better machines, and have realistic expectations of what their machines can and cannot do. No greater catalyst exists to prompt people to upgrade then games that drive them to do so. It drives me nuts to see development resources spent attempting to get games to run on toasters. I saw someone
[quote who="Frogboy" reply="77" id="3499479"] I think it's worthwhile to have a whole discussion on the grognardism. [e digicons];)[/e] What I don't like seeing are games that put in superficial features to appeal to grognards to cover up very very simple games while sophisticated games get hammered as being "Streamlined" because the UI doesn't inundate the player with knobs, levers and pointless data. [/quote]
Grognard or not, I personally find it sad that the majority "90%", prefer games that are over-simplified, and spoon feeds them.
[quote who="StevenAus" reply="21" id="3499409"] Well, if you want to be flamed, it will definitely be arranged, but not by me. You make valid points. But I don't think the graphics scheme can be changed at this late stage, but a fair amount of ruins etc. could help the situation. And I agree about having in-built basic garrisons. [/quote] No, I don't want to be flamed, but I've been around the block a few times, and I know what can happen
[quote who="Frogboy" reply="17" id="3499341"] Once they ally with you, they do the following: + Attack the Sorcerer King units and strongholds on their own + Provide faction specific requests to the player (i.e. you talk to them and there's a list of things that you can request where those things are based on a bunch of different variables) [/quote] Ok, thanks for the clarification on the minors. On a slightly different topic: I&
So, I just listened to the podcast. It seems the interaction with the minors is solely quest based...very similar to Civ5. In other words you do a quest, get a unit. I was hoping there would be the potential for greater interaction with the minors, at least the ability to trade with them, and some flavor text. The minors in Civ5 seem one dimensional and lifeless. You don't really even interact with them. It's just a list of quest. They are there, but they really don'
I like fairly flat maps (not featurless...), just ones with a minimal number of unpassable mountains. Oh, and large maps. I really don't like small or tiny ones.
The bottom line; Whichever method provides more variety, replayability and fun is the way SD should go with this.
[quote who="Kantok" reply="24" id="3499116"] The SK is the good guy because the SK won and history is written by the victors. [/quote] Sure, everything is relative, but genocide on a planetary scale would be considered evil by most people...especially if they are included on the hit list.
I view the SK as evil, but if you really wanted him to be good, the backstory could be changed to something like this: Elemental was in ruins and beyond repair. The SK looked on the world with sadness and despair, but also resolve. He would make things right...and knew just how to do it. He would destroy the world and start over, creating a new Elemental that would prosper and grow under his watch...but how? only by becoming a god could he achieve such a lofty goal. </p
I agree on both points, especially number one. Knowing the effects just allows for a formulaic strategy that always works. I'm all for randomness as long as it makes sense and/or is consistent. Like leader personalities in Civ 5, keeping results within a reasonable range is the best approach. Seems like I'm just reiterating what you've said..
Some of the level-up choices do seem underwhelming.
I've noticed on at east a few tactical maps that some clear and open tiles can't be moved onto. Of course tiles with rock,trees and other such obstructions can not be moved on...but I'm talking about flat ground tiles with no obstructions. So, my suggestion is to allow movement on those tiles.
I see a grammar error: The sorcerer king is paying us 100 gildar for every dwarf bring to him alive It should read: The sorcerer king is paying us 100 gildar for every dwarf we bring to him alive or The sorcerer king is paying us 100 gildar for every dwarf brought to to him alive
I know this sounds crazy, and I hope it because I'm overlooking something, but yesterday when I was researching sunder, things seemed to go bonky. Facilities that I hadn't built yet disappeared from the "facilities available to build" menu, and all I was left with was the build magic "facility". Also, Sunder never appeared on my list of learned spells, and all additional unlearned spells disappeared and I was left with nothing remaining to research (My spellbook only h
In the crafting area, the arctic wolf pelt description doesn't mention it's effect - e.g. +1 protection from cold.
With regard to the minor races, I think giving each minor a base score in terms of how it views the player could add more variety and challenge. So, in effect, at the start of the game, some minors would generally be favorably inclined toward the player, while other minors would be less favorably inclined, or maybe even distrustful. (and that distrust could stem from the relations that the factions had in LH..to be consistent with the lore) In addition, those base scores
I thought diplomacy was going to be overhauled in 2.0? Personally, I'm not interested in dynasties. I would like to see the loot system overhauled so that it would be very unlikely to get multiple copies of the same item, especially not one after the other.
That's convenient! I was about to report a crash of my own.
[quote who="cbray" reply="11" id="3498407"] [quote who="Frogboy" reply="12" id="3498410"] Indeed. Pacing is really the primary purpose of EA IMO. Also, the spell going in will help as well as the AI updates that take into more account the # of shards destroyed and less on the raw doomsday counter. [/quote] One of the huge benefits of Early Access is that we can balance pacing based on player feedback, which we are definitely doing. Also, we'll so