Slainangel52

Slainangel52

Joined Member # 2867293
6 Posts 14 Replies 9,140 Reputation

[quote who="Tasunke" reply="118" id="2683922"]hmm so Napoleon is completely standalone? I've been on the fence for buying Napoleon for quite a while now.[/quote] Yea it's completely standalone, it's like the used the money from empire sales to finish it an release it again. The only drawback is the Grand Campaign isn't there when compared to empire. They are a series of smaller maps to conquer with the final one being a larger one of europe itself. But still not

127 Replies 359,479 Views

[quote who="Tasunke" reply="116" id="2683877"]yea, battles in Rome and Medieval 2 kick ass. Personally I am slightly anticipating Shogun 2 (I skipped over Empire and Napoleon)[/quote] Napoleon is a good game, it's what empire should've been originally. Of course I only recommend it if that time period of warfare interests you. I would've bought Napoleon if they hadn't already gotten my money for Empire. So I go without because the

127 Replies 359,479 Views

[quote who="edmellon" reply="88" id="2683556"]Some random thoughts... At the beginning, placament of Cities will be based on obtaining as much territory as possible... as you dont know where the resources are... in the middle of the game, you start to specialize your cities based on the resources that you know are near.... You also try to place new cities in such a way that your territory riches near important resources that you know... What

118 Replies 215,261 Views

[quote who="edmellon" reply="85" id="2683503"]You are right about researching, so just replace this world with recover.. (recovering is also researching check the archaiologists but anyway...) I think you didnt undestand what i am proposing... the problems you mentioned about Civ will not exist with my proposal and the current system this game uses for RECOVERING(researching). You will always research on resources you have but will not be able to see th

118 Replies 215,261 Views

[quote who="edmellon" reply="82" id="2683451"]Nice Idea : Make minerals(resources) apear in the map after we research the technology Do not have the technology as an option to pick if we dont have the specific minerals(resources) in our region... why? Because you cant research something which you cant hold in your hands.. (How can you learn to make iron shords without having iron or another metal.) I dont know muc

118 Replies 215,261 Views

[quote who="porternielsen" reply="40" id="2682171"]@ xecran That might be interesting, but a game without an end is a waste of time. ... *Cough World of Warcraft ...*cough If you had an objective like build to a certain point, or survive for x turns, that would be very interesting indeed.[/quote] It's a pretty common mode in strategy games, usually dubbed sandbox mode. Mainly used for testing out different combinations, or in the case of RTS gam

127 Replies 359,479 Views

[quote who="Frogboy" reply="21" id="2682047"]Re: Multiplayer - our main focus for release day on multiplayer is to make sure it's FUN to play for the widest number of users and then, from there, create lots and lots of options for custom games. We're still evaluating whether tactical battles will be in MP initially or whether to implement them somewhat differently for MP later on.[/quote] This makes me feel better, I would hate to see the tactical battles in single player having

127 Replies 359,479 Views

[quote who="Tridus" reply="35" id="2681936"] Quoting Othello, reply 4Very encouraging! Please keep the type of aggression (be it military or magic or a mix) dependent on the resources you start around. It individualizes each game played. In the short term it may seem disappointing if you only want magic gameplay but can't have it each game. But long term, it would keep each game interesting and varied to the next, and overlay strategic choices the player would have to use to t

105 Replies 293,451 Views

[quote who="cephalo" reply="57" id="2681063"]A map from within a map???? Holy moly that's what we've all been talking about with the multiple maps! How big can this map be????? can it be another plane? another planet? More details please![/quote] It's not quite that. As far as I can tell he made a custom battle map and attached it to the temple on the main map. So your map within a map is strictly battle maps and probably contain the same limitations in size a typical battle map would

103 Replies 187,605 Views

[quote who="Raven X" reply="44" id="2680970"] Quoting Wintersong, reply 30 Even if you do a mod based on your own IP (and with your own art assets and such), does Elemental EULA allow you to sell your mod? I'm not planning on that but your comment made me curious. At best I'd expect Premium Modules or something like that. Oh, dear Stardock: ancient Greece equipment/buildings, please. I have always wanted some hoplites and that "classical" feeling of the greek temples/citi

103 Replies 187,605 Views

[quote who="Frogboy" reply="5" id="2680718"]I love modding but I'm not convinced they can move units. We'll see. Essence = mana cap. Nothing more or less.[/quote] It might help slightly with initial sales but it'll probably be negligible. However, once modders get working and start morphing the game into all the things it could possibly be it starts to appeal to a larger group of possible purchasers. When the first lotr mod comes out, you'll li

103 Replies 187,605 Views

[quote who="Bellack" reply="97" id="2680044"] Quoting Icepick, reply 80 quoting post Our standing policy continues to be that we won’t sacrifice the single player experience for multiplayer. That is, if we want to have a cool feature in single player that would de-balance multiplayer, we’ll just disable it from multiplayer rather than not have it in the game at all. As an old sc

100 Replies 182,497 Views

[quote who="Raven X" reply="63" id="2679923"] Quoting Frogboy, reply 62It's moddable. if you wanted to, you could have a million people on there. It's just XML and a number. WoooHooo, Thanks Chief Ok Annatar, I'll be quiet now and sit in my corner and keep my crazyness all to my-self for the day [/quote] Ok now that it's officially moddable, how do you balance a dragon or a champion against 1,000 soldier units, while still maintaining bala

104 Replies 277,170 Views

[quote who="Zawath" reply="56" id="2679893"]Even the Total War engine starts to slow down when there are 10 000+ soldiers on screen so I'm pretty sure that the Elemental engine would also have some problems.[/quote] It doesn't slow down if your PC is beastly enough. In any case it's apples and oranges for comparison here. Total war has to render all those units in real-time, with many special animations for units in combat. On top of this it runs all the AI routines and

104 Replies 277,170 Views

[quote who="Raven X" reply="53" id="2679863"] Quoting Tridus, reply 52 I'm pretty confident. From the 3A patch notes: I'd like to hear it from the chief or Boogie. That way I know for sure we can Mod in those 10,000 man armies. It "May" be a Engine limitation and it just doesn't like to display that many soldiers without lagging all to hell, we don't know. I would "think" that it's just as moddable as everything else, but I'd really like to make sure. <br

104 Replies 277,170 Views

[quote who="Rincewind57" reply="19" id="2676250"]My guess is that the expansion is due to the large amount of ideas that will have cropped up by the time the game goes gold, many from beta-testers, with a response of "sadly we don't have the development time". Judging from Dark Avatar and Twilight of the Arnor I'm sure it'll be more than many, especially in this age of... *shivers*... DLC. (BlazBlue charging for modified character colours comes to mind... )[/quote] It's

39 Replies 132,012 Views

Personally I tend to expect rough times in an actual beta. Often the case with many companies at this point is using a beta for publicity just before a release, the "beta" they use is a mostly polished thing with few bugs, all of which they can blame on the "beta" status of the product. In reality those "tests" are nothing of the sort. Stardock betas tend to be actual betas with real testing going on and all the frustrations a true beta will bring along with it. That said I agree with

39 Replies 132,012 Views

[quote who="VR_IronMana" reply="38" id="2676102"] Quoting JayC1407, reply 37Adding my name to the list of people waiting on 3-A. Please release soon. Couple of people above mentioned saving needing fixed/unplayable as a result. Unless you're referring to loading hang-ups and crashes which are present and annoying and occasionally refuse to go away, I've found that quick-saving (Ctrl + S) works well enough, at least I've pressed it a couple of hundred times in fear of CTD's. <b

94 Replies 279,213 Views

[quote who="Anomander" reply="33" id="2675991"] Quoting Demiansky, reply 27Sounds like improvements in leaps and bounds, but still nervous about tactical battles. Either it's very easy to get tactical battles right or they will be woefully undertested. This is one of my biggest fears... It was one of the reasons I preordered, if its been dumbed down or sidelined I'll be most annoyed. Fingers Xed its ok[/quote] This

94 Replies 279,213 Views

[quote who="B G P Hughes" reply="39" id="2675056"] Quoting TCores, reply 18The people do feel flat and non-alive. It would be really nice if they moved around a bit. Ideally, if people would walk from the houses over to different buildings, interact with the tile for a bit, and then leave, that would look visually very neat. Even just one or two meandering peasants would really help break up the illusion of each tile existing in isolation. Even if you can't (or don't have

44 Replies 93,841 Views

I like version C as well. Another solution would be having everything require a certain resource and you stockpile them just like any other. So in the case of the honey pack, the apiary generates X honey a turn used for honey packs, stored just like materials or anything else would be. It might get complicated depending on how many extra resources there are like this but it also opens up more options for trade and gives you time to retake lost resource nodes while still allowing you to make y

123 Replies 358,561 Views

I'd like to see at least some of the minor factions as expansive, where it applies anyway. It'd be really cool if it worked something like this: Giant Spiders: Expands: Slowly Location: Expansions must be located within 2 tiles of a mountain tile or be within 1 tile of a forest. Diplomacy: No/Communicate via magic instead? Allows recruitment Raids: within X tiles of nests Dragon: Expands: Never Diplo

63 Replies 224,197 Views

Frogboy said in the new dev journal for beta 3 that they decided the max unit size (for now) would be 20 solders. With the cap of 10 units in an army that leads to 200 on 200 max battles. edit: Link https://forums.stardock.com/385885/page/9/#2668073

5 Replies 8,411 Views

[quote who="lwarmonger" reply="239" id="2668659"] Quoting Tridus, reply 236 Becase there's also a stack limit of 10 "units" in the army. A champion is 1. Just how powerful would a champion have to be in order to be worth 1000 troops that also count as 1? Of course that's really just another problem with stack/army size limits. Which is why a separate limit should be used for champions, researchable in the adventure tree.[/quote] That w

332 Replies 837,574 Views