Friday Night build impressions

Ok, sorry we didn’t get this out. So I’m play testing this week’s update.

Just a few things I thought I would share with you guys. This is just my personal view:

  1. Performance is much better. I mean in terms of framerate. Part of that is the optimized font handling and other tweaks. But the result is a lot smoother experience.
  2. The elimination of the old sound effects made a big difference. I didn’t really notice how bad the old sound effects were until the new Dolby 5.1 ones got added. If you wear headphones, it’s really noticeable.
  3. You need to build militia now. It’s going to take some time to get used to this. But no, you can’t just go and solo the monster layers anymore willy nilly. Some you can take. Others you can’t.
  4. Animations are much better now. It’s a polish thing but very  noticeable. You see those enemy units doing their thing just as smoothly as you do.
  5. No more moon walking. Finally.
  6. Bug: Saw a monster running in place when my attack dialog was up.
  7. New music is nice. Though, at this stage, it would take a fully new 90 minute sound track to make me appreciate how much better the music’s gotten in the last several months.
  8. I wish the ice spear appeared differently on the main map than it does.
  9. The frame rate…just gonna mention that again. Everything is just so much smoother. Feels weird to get used to.
  10. I don’t think we’ll see many people winning on ridiculous.
65,185 views 37 replies
Reply #1 Top

Will there be any changes between this and the last beta build before it is released on Monday?  I very much hope so.

And what do you mean by "You need to build militia now"?  Do you mean troops, or do you mean cities will have no inbuilt defenders?  I hope it's the former.

Reply #2 Top

Yes. (there will be more changes)

and

I mean early level troops.  

Reply #3 Top

I'm getting very excited about this build. I can't wait to see the enhancements that you are so nicely presenting here. Please keep up these reports because we all like to know.

 

You need to build militia now. It’s going to take some time to get used to this. But no, you can’t just go and solo the monster layers anymore willy nilly. Some you can take. Others you can’t.

You write layers the way I write layers for monster lairs. :)

Reply #4 Top

Can't wait!

Reply #5 Top

You need to build militia now. It’s going to take some time to get used to this. But no, you can’t just go and solo the monster layers anymore willy nilly. Some you can take. Others you can’t.

This is awesome, can't wait to see how this feels balance wise! Gonna be a long wait til Monday.

 

Reply #6 Top

Looks enticing. Glad you guys pushed it back to add some polish. Now about that AAR...

Reply #7 Top


does this mean you're working on the weekend, or more work done on monday? (no pressure)

edit: also, i'm not really sure what to feel about ai heroes walking around with more than 5 different wounds. Maybe they should heal after some time. This does make the ai considerable weaker doesn't it? (not having the heroes heal i mean)

Reply #8 Top

You need to build militia now. It’s going to take some time to get used to this. But no, you can’t just go and solo the monster layers lairs anymore willy nilly. Some you can take. Others you can’t.

Been waiting a good long time for this... Thanks.

Reply #9 Top

Could you post a gameplay vid... I really want to see the extra smoothness ;) Plus, all this talk makes me want to see some of these changes, like getting into trouble with monster lairs.

Reply #10 Top

Does this mean we have to wait for 30 turns to make some millitia before we do anything with our sovs?

Reply #11 Top

Hopefully costs are such that it only takes 2 seasons to train men to carry sticks.

Reply #12 Top

Have you ever tried to carry a stick?  It takes a lot of training.

Reply #13 Top

I am adept at most weapons, but sticks still throw me for a loop.

Reply #14 Top

I don’t think we’ll see many people winning on ridiculous.

If a race with enchanters+heroic+wanderlust+master scouts and a wealthy sovereign cannot win on ridiculous, a standard race will have a hard time on expert...

Of course, you could just change ridiculous to be much harder that expert... but I dislike the big gaps between some difficulties.

By the way, why is the gap between ridiculous and insane so high right now?  I believe I can win on ridiculous with every standard race (possibly every standard sovereign)  but the only standard races I'm sure can take to victory on insane are Tarth and Altar, right now.

Reply #15 Top

I don't think that is something they are intending to balance. Insane and ridiculous are more like arcade mode, where eventually you just can't win. Custom factions are also not something that intended to be balanced. 

Reply #16 Top


any saturday morning build impressions? oh wait. you're probably still sleeping. My migraine is keeping me awake twiddling my thumbs. I like it when the ai builds armoured units. I like how they go snap and twange when my cold mages  freeze them on the spot.

 

fire ring plus ice ring plus the fire damage enchantment is brutal. I think i would cry if the ai did that to me.

I find lately i have to play very defensively. Next build should be interesting (i play on challenging)

Reply #17 Top

Sure, whet our appetites ever further. As if the weekend wasn't going slow enough... ;) Looking very much forward to build an early army to back up my sov and heroes. Sure hope trainingtimes are reduces though.

Reply #18 Top

Carrying a stick is one thing, swinging it properly is another story.  and you can't just find a branch laying on the ground.  you want a nice, thick wood and it needs to be carved right to get the weight distributed how you want.

but yes, hopefully the militia build times are reduced a little.  overall, though, I think I like the new concept of having to build them early.

Reply #19 Top

Quoting stein220, reply 19
Carrying a stick is one thing, swinging it properly is another story.  and you can't just find a branch laying on the ground.  you want a nice, thick wood and it needs to be carved right to get the weight distributed how you want.

but yes, hopefully the militia build times are reduced a little.

 

Oh so thats why it takes 5 years to train them!  5 years to train three guys to swing a stick.

Reply #20 Top

Quoting Glowing_Ember, reply 8

does this mean you're working on the weekend, or more work done on monday? (no pressure)

 

When you're this close to a major release in any field, there's no such thing as a weekend.

Reply #21 Top

Quoting Lord, reply 20
Oh so thats why it takes 5 years to train them! 5 years to train three guys to swing a stick.

Yeah, that really bothers me.  Since as far as we have records, humans have thought that the time to properly train non-specialist troops is three to six months.

I have no problems with equipment taking much longer, and additional traits adding to the production time. For example, there could be a "gorilla chest" trait that gives +2 initiative when using a bow, to reflect the fact that it takes a long time to develop the muscles (not the skill) to use a bow.

And by the way, I believe that any rushed unit should acquire the 'poorly trained' trait, something like 10% penalty to experience. Forever.

But even the most material poor city should be able to crank out bare-ass guys with sticks in at most two turns.

 

Reply #22 Top

Quoting Lord, reply 20

Quoting stein220, reply 19Carrying a stick is one thing, swinging it properly is another story.  and you can't just find a branch laying on the ground.  you want a nice, thick wood and it needs to be carved right to get the weight distributed how you want.

but yes, hopefully the militia build times are reduced a little.

 

Oh so thats why it takes 5 years to train them!  5 years to train three guys to swing a stick.

In Civilization, it takes decades to train units at the start of the game.  Don't take time too literally. ;)

Reply #23 Top

Quoting Frogboy, reply 2
Yes. (there will be more changes)

and

I mean early level troops.  

Is there queue time going to be given, or accomodated for, building those early game troops?

Some of the biggest problems I've faced in 0.983 is that troops were at the bottom of a long list of items that need to in that city queue:

  • Pioneers
  • Resource Improvements
  • City Improvements
  • City Idling
  • Troops

Currently in 0.983 pioneers take at least 50% of the early game queue time in order to obtain those several cities (for multiple queues), the resource outposts (for high priority resources) and the outposts for city cultural connections (to remove unrest penalty). Has this been resolved?

Granted, by increasing the need for troops in the early game, the order of that list will be changed. However, it doesn't decrease the amount of that needed queue time. Has something been done to decrease the overall queue time?

Thanks

 

Reply #24 Top

Depends on your settings. Basically, I still crank out pioneers first but I need troops to expand out of the early areas.

Reply #25 Top

Quoting Tuidjy, reply 22


And by the way, I believe that any rushed unit should acquire the 'poorly trained' trait, something like 10% penalty to experience. Forever.

 

alternatively, there could be a "poorly trained" weakness that you could give troops to cut down on production times.