I've played enough multiplayer matches to know that half the players tend to quit once they lose their first city. I can't blame them, because in many games, losing even a single city early enough in the game means you've already lost. When you're playing a very long hundred turn + long strategy game your not going to want to keep investing many more hours into a game you've lost hours ago. I don't see why it is so hard to see that it could be the breaking straw. We don't know how lon
Tourresh
[quote who="Climber" reply="7" id="2309495"] Fraction spells. Some fraction has its fraction specific spells, AND do not have access to some spells, including Core spells. When designed carefully, this will allow sharp differences btn fractions.[/quote] Fraction spell example: Destroy 3/16 of enemy troops ;).
[quote who="Denryu" reply="5" id="2309469"] I like the idea of each site researching it's own thing. It doesn't look like that is the direction they are going, but that is a very cool and fresh idea. I'd love to see it in the game.[/quote] It's all cool until you lose the site your researching at. In addition to the huge loss of an entire city you'd also lose a research tech that could have taken a very long time. There's no need for further penalties that are just going to make
I think I'm going to have to mod in hot air balloon tech as one of the rare possibilities. Might as well throw clockwork and steampunk in there while I'm at it.
[quote who="Anomander" reply="2" id="2299541"]Dont get me started on the heavily stylised gfx, I said from the the beginning that the gfx were not to my liking. I aired my thoughts and then had my ear chewed for about a week! I am though willing to now wait to see the finished product, so that I can either gloat at my 'correct' observation or eat humble pie. We shall wait and see![/quote] I play ascii games so I could care less if they were stick
[quote who="psychoak" reply="3" id="2299033"]Show the route of any selected unit. Grab route, stretch to change pathing. Problem solved.[/quote] Sounds good to me.
[quote who="Wahngrok" reply="22" id="2298867"] I admire your ability to tell that from just one screenshot. [/quote] And I don't admire your reading comprehension. [quote who="pigeonpigeon" reply="25" id="2299047"] How could you possibly conclude the that combat looks indistinguishable from MOM, AOW, HOMM, and KB from that one screenshot - especially considering combat in MOM and AoW is totally different than the combat in HoMM and KB. Your post makes no sense.
https://www.stardock.com/about/jobs.asp looks like it needs to be updated. Any ballparks in regards to salary and benefits for game developers?
I'm picturing situations where the AI sends out caravans the most direct route, but not the best. What if the direct route happens to be a very dangerous frontline route. Not being able to override the AI and reroute the caravan down a safer road might be frustrating to players. On a related note, I think any idea that makes players seriously think about attacking and defending their supply lines is great. Supply line creation and control I can go either way on.
I'm not really seeing how the tactical battles are more like X-COM than like every other fantasy tactical battle. Looks almost indistinguishable from MOM, AOW, HOMM, KB, etc.
[quote who="Extacide" reply="9" id="2179420"] First of all, there are only so many skills to choose from, and many of them are universal and pretty standard to have on the demigod. Pretty much every demigod has one, and every single demigod build give or take a rook or two require these skills to get kills.[/quote] Kudos on managing to immediately being offensive, which typically indicates you've already started losing the argument. The devs have talked for a long time ab
If a DG has a skill that you can't imagine not being in any of your builds it's an indication that the skill is overpowered. You should need to actually have to consider getting a skill. There's no reason not to get bite.
Asking if you should buy a game on the games forums is typically a pretty bad way to go about getting advice. Try a less biased place.
The things with favor points is that they just help the rich get richer. This is a pretty huge game design flaw. Currently my whole opinion on favor points is that they are terrible and it would be better to just balance them against each other and let players pick one every match. Another option would be to let favor be gained some how only during matches and not saved afterwards. Limiting them to tournaments and having all players start tournaments with 0 favor would be fine as well
[quote who="ZehDon" reply="23" id="2159444"]You learn a lot more from losing than you do from winning.[/quote] Not when you can't easily see what items your opponents are equipped with. Poor purchases are on of the main reasons for losing.
[quote who="boozedupbob" reply="2" id="2163815"]I did the no sound thing and it worked really well and I'd just like to thank StarDock for working hard to fix this.[/quote] All I have to say is you guys are pretty much screwed forever. SupCom has had this exact same problem and it's existed for years. They haven't done anything about it and there's no hope in that changing. The system they use for sound is the worst I have ever seen and your best bet is to switch to onb
Well they did make new categories...just not the one I wanted =(
First two matches went quite well. I'm currently looking for some more people to test this out in multiplayer.
It doesn't seem to make much sense that mapping and modding are together. Could we get a separate forum for mapping/map releases/map discussion?
Losing a homeworld is not just losing a planet. The allegiance loss and resulting loss of income means you will almost always lose.
[img]http://img162.imageshack.us/img162/5378/fourpointedstarwk5.jpg[/img] So I decided to make a new map and I'd really like some advice. This is a rough version and it hasn't been straightened and prettied up yet so don't whine about the phase lanes being off. The basic premise is that this is a 1v1, 2v2, or FFA map. Each side starts in a corner with a standard Terran planet. Each side should easily be able to take over both a fire and ice planet. To get to other players you
One thing that no one has really touched on is bigger maps and multiple players. Especially if they are human, sending off your fleet to attack someones production can leave you terribly exposed to another player. You are really screwed if he chooses the same siege strat. By forcing you to fight them where they choose the siege frig player has an advantage. On the bigger maps there is simply no way to stop someone from amassing siege frig armies. Losing the outer colonies is annoying, b