Dr Franknfurter

Dr Franknfurter

Joined Member # 2194179
0 Posts 19 Replies 816 Reputation

Will the UI scale automatically or will we have menu options to change it? (Or both). I find even at 1920x1080 much of the UI has large empty regions that I'd love to be able to adjust. Actually I'd love to have lots of little changes to it tbh. It's nice and streamlined... but I like having more information without having to click or hover to find it. I'd love the following: Expanded unit UI at the bottom left I'd stretch all the

5 Replies 38,192 Views

I agree completely. After being told some time ago that tab cycled between units (Without deleting their moves) I was surprised to find it having this odd feature when I tried to use it yesterday.

1 Replies 10,349 Views

Thank you for answering. I mention user interface issues only to iron out any bugs or quirks it could introduce that could otherwise put-off devs. It all seems logical and sensible as an idea. I do enjoy thinking about how it could be used to improve the game. And obviously it's nice to imagine what it'd be like in practice to avoid it being fiddly or annoying. I can picture lots of interesting ramifications of such a change for future race customisation too. The requiremen

15 Replies 30,880 Views

It currently reads as 10 views to me. (I've looked at it a couple of times, you probably have, one dev did to reply... so that figure of 10 is probably accurate...but rounded to the nearest 10 as all viewing figures are. Not very encouraging but probably accurate. I know sometimes it takes hours or days to update the number of views though, and I don't know if that counts unique visits or includes the same user viewing multiple times).

8 Replies 10,625 Views

I can confirm the help menu has bugs... and missing links. (looking through them now will post what I spot) Game Concepts : Champions. "...with these for improve their stats." Typo (should read 'to improve') followed by lots of obsolete mechanics. (Soulbound isn't implemented, champion death now increases doomsday not just giving an injury. And that itself is probably a bug. <p

7 Replies 10,553 Views

I certainly agree with everything you say ditoLoco. The thing that annoys me most is that the engine supports all the tactics stuff... it's a design decision not to include it. (Or spend the required time prototyping, testing and researching what to add).

67 Replies 277,118 Views

I find shadowshift one of the... weak support abilities. It isn't going to win a battle on its own, it'd be great on any other weak unit in large army battles but on that guy? Also it hurts you, so the 'retreat' option is actually a very bad idea. Coupled with his high movement, there's little need to waste a turn moving instead of moving and attacking. Also the fact that any strategy you base around it can be messed up by, and done better by, the extremely common

17 Replies 78,427 Views

I think a more robust system would be very welcome. It may be helpful to use an example other than population for clarification of the potential scope of such a change. e.g. a theoretical system where Population buildings can't be built or upgraded when the world is full of pollution (measured as planet class / number of factories or planet class/manufacturing output). I assume if you can require a certain population level you could make any interesting requirements. Or a system w

15 Replies 30,880 Views

I lament the poor tactical combat too. I'd compare it to a kitchen that never uses any herbs or spices for fear of being labelled 'a restaurant'. Tactical combat without tactics... is just combat. Consider this quote from the wikipedia article on military tactics and ask how many actually apply to tactical battles in SK. "Military tactics are both a science and an art. They answer the questions of how best to deploy and employ forces on a small scale.<sup id="cite_

67 Replies 277,118 Views

Just thinking aloud for things to try (if you have dev cheat powers and really want to reproduce it). It happened with a Flying unit + tireless march + sovereign abilities and + unit abilities that modify movement. Try to walk over different terrain (including fire/frozen). I can only try with a seagull, which obviously lacks unit abilities modifying movement. Also try with 0 doomsday, +200 doomsday and -10 doomsday. (in the event that one quest is dropping the doomsday into n

11 Replies 10,450 Views

Sure, a detailed breakdown of unit abilities then. Let's start by jumping into that 'unable to attack the SK' save. I've a level 17 Warlord. With 4/7 Shards. The Overpowered: Correction "4 + 1 per controlled shard damage". What is that in practice? Am I supposed to keep count of my shard number? What if it's resisted? Did 20-30 damage to all enemy units. (100+ total d

17 Replies 78,427 Views

I wouldn't be too quick to dismiss it unless someone on the team can actually say they went and fixed it. Remember that the hero and build in question had 'flying' too, another thing to alter movement and terrain movement costs. If the root cause was never found it's likely that once the same conditions are met again the bug will re-appear. Marking it down as fixed because things were swapped out and you can't reproduce it... well that's incorrect. A fix sugges

11 Replies 10,450 Views

Sadly I couldn't replicate it today. Before it was triggered with the Hero Verga (I forget spellings) with tireless march, other speed boosts... all ok so far... and then it was the Sovereign skill increasing moves that broke it last time. (I say sadly because I would like to pin down that bug... but the unit/skills have changed so I can't easily get the same conditions to test it. I'll certainly keep a look out for other, new, negative-move bugs. I thought it was

11 Replies 10,450 Views

Note: All Bugs seen in version [0.751]. No bugs are copied over from the [0.75] thread unless I actually run into them again and take a new picture. It's only bugs from a single game so far. I'll update it when I play another game as a different starting Sov (till I've had a crack at each one for testing purposes.) Bugs from any new games I'll put in a new post so you don't have to keep rechecking the first post. <span style="text-decoration: underline

17 Replies 78,427 Views

Thanks cardinaldirection , http://forums.sorcererking.com/458896 . That Dev Journal includes a lot of plans about crafting changes in future. On the topic of lieutenants the recent (an hour ago) Twitch stream mentioned the difficulty between what the designer wants (more deep, interesting lieutenants) an

37 Replies 231,176 Views

bpalczewski , thanks for the compliment. It's not just games, I get zealous about everything (choosing towels, cooking, lab-work or love. Everything deserves passionate enthusiasm... in moderation). I hope the bugs all get noticed. If not a bug tracker even just a sticky current version bug thread made by the devs would be nice. Dominions 4 has one:<

3 Replies 21,706 Views

Have you considered using an open bug tracker like MantisBT ? I'm sure you have your own documents and databases and I'm not trying to sell anything. Any open bug-tracker would do. But I only really know about this one. A few other companies use it quite successfully: http://www.bay12games.com/dwarves/mantisbt/my_view_page.php <a href="http://www.bay12games.com/dwarves/mantisbt/my_view_pag

3 Replies 21,706 Views

(quote): I'm pretty sure this is working as intended. For each 1 unit increase in the counter, you get 5 mana, so a 25 unit increase in the counter would be 25 x 5=125. (Me, I can't get quotes to work for some reason): It sounds like it's working as intended but also badly worded. I'd rephrase it to something like this: <p

6 Replies 10,138 Views

[quote]I would post a screen shot but I don't know how to capture the shot - what's the key bind for that?[/quote] In steam you can use F12 to capture the screen. It saves it in some obscure folder but after the game closes it gives you a pop-up where you can bring up the image folder (and make a shortcut to desktop to go back more quickly.) I used photobucket to upload the pictures, it's quite easy to drag and drop them once you've made an account. Oh

29 Replies 40,748 Views

Just a thought, but doesn't the Stardock twitch channel already allow that? You can talk, play the game (complain about things, show off your developer-version and people can chat? The only problem I see is not everyone is in the same time-zone, or active, many may be at work at the same time. etc. so the room could be a little quiet.) You could always do a 'feedback' or 'bug-talk' dev-stream a few days after each new build. Ask people questions about what they lik

11 Replies 22,553 Views