I thought you guys were up to like .90 or something internally.
Very nice Vid!
And yes, I would agree that 'running in place' likely does more harm than good.
Could you post videos of gameplay in the mid/late game? I think a lot of us are wondering how these abilities associated with weapons, etc. play out with squads of units and faction vs. faction battles.
Also, when are you going to unleash beta 0.87? All the complaints with 0.86 are getting boring, especially since some of them are likely already moot.
I don't like the running in place myself.
Also from my experience, materials isn't as useful as food. You build everything so fast most of the time, and by the time you have slow-building stuff, you have +materials items to make up for it anyways.
Although he might be referring to the "Fallen Enchantress 0.87" title of the video too. ![]()
Btw: in seanw3's "Waiting For The Next Beta" Mod the buildings take a lot more production to build, so it's *definitely* an advantage to have at least 4 materials.
Wow no more constitution stat, eh? Ah! Audio! Nice! First time I didn't catch it. Wow! I'm really excited for the next beta installment! Nice work, Stardock!
You sir are both a scholar and a gentleman
"I'm going to pick path of the defender, and see what that brings me"
Apparently, it brings being mauled by a bear ![]()
I also agree that running in place looks silly.
I don't really mind it looking silly, but in the 0.86 I could not attack a unit running in place.
(paraphrased) "Now paths actually matter, they unlock multiple skill trees" ... YESSSS ![]()
Running in place looks completely absurd to me.
Darn, they beat me to it. The update I am working on has close to 15 Paths.
[Edit] How are you handling trait trees and showing the player the branching options? Will that be in the Hiergamemnon?
I definitely think that all Spells and required spheres should be in the hiergamemnon.
(spell name and its effect)
I can't tell ya how many times I used to just spend HOURS in the Civilopedia while playing fall from heaven.
40% for the stories, and 60% for mechanics I didn't understand.
Nice new leather cuirass texture. ![]()
I hope that in general, and even if slowly, stuff gets more options in their prereqs department. Not just because of Paths but they are one part of the game that would benefit greatly of that.
Totally against running in place.
Could they add a slow walk instead of stepdance/running?
There has to be other ways to indicate a unit is moving versus staying put than having them run in place. I just keep thinking of "Run, Forest! Run!"
Wow. It seems to be coming along nicely.
The running graphic leaves a lot to be desired but a way of seeing the unit moving is wanted.
I agree that walking would likely be better .... but maybe only if that unit is selected? (you can select enemy units ...)
Brad, how come your videos end so abruptly?
[Edit] How are you handling trait trees and showing the player the branching options? Will that be in the Hiergamemnon?
don't work too hard on it before the game gets some massive overhauls, otherwise, you'll bun out before the definitive version is out, which would be a shame, given the quality of your balancing work.
Yeah, I thought it was a bug and was about to report it.
Nice video. I always thought running in place was a bug too. It looks silly. You should remove it.
Please change/fix these three things:
1) When a hero levels up the perk you pick (the button) is hard to see. It's just an outline you can barely see. Make it apparent (maybe another background color).
2) Fix the mouse cursor in tactical battle. It gets stuck in some mode (cancel, ranged attack, cast spell) and still shows that when you hover on something else which doesn't make sense. In fact, make sure the mouse cursor is always updated to the right context during the game. This is a problem since E:WoM. It looks unprofessional.
3) Add your increment gain/loss of gildar/mana/prestige in the top bar like: 523 (+12) gildar. I asked for this several times. You need this information during the game literally hundreds of times. Doing it this way will save A LOT of mouse pointer travel time for us.
Thanks.
Huh. All this time I thought that the running in place was a bug.
Please change/fix these three things:
1) When a hero levels up the perk you pick (the button) is hard to see. It's just an outline you can barely see. Make it apparent (maybe another background color).
2) Fix the mouse cursor in tactical battle. It gets stuck in some mode (cancel, ranged attack, cast spell) and still shows that when you hover on something else which doesn't make sense. In fact, make sure the mouse cursor is always updated to the right context during the game. This is a problem since E:WoM. It looks unprofessional.
3) Add your increment gain/loss of gildar/mana/prestige in the top bar like: 523 (+12) gildar. I asked for this several times. You need this information during the game literally hundreds of times. Doing it this way will save A LOT of mouse pointer travel time for us.
Thanks.
All good ideas... There is a ton of work that needs to be done on the UI and SD hasn't acknowledged that fact or any of our posts about it. I'm hoping they're just focused on game mechanics now and plan on an entire beta cycle (Beta 4 or Beta 5) where they will listen to all of our polish requests.
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