[quote who="Gilmoy" reply="4" id="3511934"] I don't see it as much of a (new) problem because we already have this problem on tiny maps. The first few area-effect spells you get instantly turn all Trog archer groups into knock-knock jokes that you've already heard. [/quote] That's correct, but I'm pointing out that there's an additional thing to take into account when trying to balance the game. And that something can't be solved wit
Werewindlefr
[quote who="AlLanMandragoran" reply="1" id="3511763"] What do you think about scaling the SK's stats upon doom counter progression? For example, every 1% of doom counter equals X% improvement to SK's stats (or all of his units) such as hit points, damage, etc. [/quote]I don't think it solves the problem I'm discussing, because you're supposed to get near the end of the doomsday counter on both tiny and huge maps. So it shouldn't be based on percentage of
I've been thinking about the advantages and potential pitfalls of the Asymmetrical 4X concept, and something struck me. It started when I was thinking about ideal spell balance, especially the power curve that comes with the increase of shards. So I'm going to reuse that as my example to explain what's troubling me: Imagine you have a mid-range direct damage spell. Let's say that it deals 20 damage + 10 per shard (bullshit numbers!). Let's say that o
Eh, I'd rather they don't divert time and resources to this and focus on getting the November stuff released on time. It's soon-ish enough for me. December is going to be a grand month: I'll get to see SK and GalCiv 3 as they are supposed to be, feature complete.
I entirely agree. UNLESS that spell has a component that is a limited resource and that is difficult to acquire. Both these conditions are necessary.
[quote who="abiessener" reply="6" id="3498817"] Just for the record, Sorcerer King like all Stardock games is fully funded and not relying on Early Access for funding. [/quote]I know, which is why I said what I said. I wasn't saying "as opposed to what you are telling people, you don't need the Early Access money". I'm saying "it is a well known and accepted fact that you aren't doing EA for the money, so I'm wary of bringing in people too early when the game is
Meh. I've promoted the game on one of the least forgiving forums there is (CanardPC) and even managed to generate some interest towards this game. But I don't think giving positive reviews to this game at this stage is a good thing (I'm not saying negative reviews are more appropriate :p). It's at the stage where the game shows a lot of potential, but it's very much an early access, and I think Stardock has the financial spine to survive if people wait for release and a po
Will there be a workshop, especially for (tactical & world) map creation ? Maybe a particle effect generator for cool spells ? :D
Well, I've just realized that resources (iron, horses) didn't work like in FE/LH, so it's not that big of a deal that pikemen are strictly better than soldiers because you can only have so many at once. Two issues though: -Iron doesn't seem to be any more common than horses, and riders are strictly better than pikemen. They have slightly less defense but more attack, more HPs, more combat speed, more moves, and abilities that are arguably better in almost any c
Or instead of "bash". I never use that ability, there's never a situation in which it is all that useful.
Here's another issue I have - a balance concern. Pikemen are a almost straight upgrade of soldiers - the special abilities of soldiers don't make up for the stat increase pikemen get. Once I build barracks, there's no reason not to build only pikemen if I have the metal, especially with the limited army size. Since they both cost 1 logistics, soldiers lose their usefulness. A counter to this would be to make them slightly cheaper, cost no logistics, and reduce their power
Mhhh, for instance, the "Protect" ability is barely even situational in my estimation. Losing a hero's action for a turn to give a +50% defense isn't all that much worth it. In fact, even if it gave +100%, it'd still not be all that useful, I'd say.
Active abilities can be great and fun, but the issue is that you can only have so many on each unit before they tend to get in each other's way. Also, they usually use up a turn, and for some abilities, it could be counterproductive. I am already playing on Oasis. Found a minor (finally), but it didn't want to join me, saying that Stardock didn't want them to :(.
So far so good, I'm having a lot of fun playing this game. This is a really interesting game so far. I would like to make a list of points I think are good, points that I think could be improved, and some suggestions (I'll keep these reasonable, within the limits of the game as it is) The really good stuff: - It's graphically pleasant, and very readable. The interface is really usable, Amplitude Studios level. Much better than
Why are the bandwidth hamsters so lazy ?
It's now available with the 1pm steam update.
[quote who="Frogboy" reply="34" id="3497356"] You can now go to www.sorcererking.com [/quote]Server not found.
[quote who="Kantok" reply="33" id="3497353"] Did you try completely closing steam and reopening it? It should be there. I just got done playing for 15 minutes, so it definitely works. [/quote]I did. I even sacrificed a dozen lolcats and tried a prayer to the IPU, to no avail.
Uh... I don't see the game in my library even though I added my key to steam...
Hmmm, I didn't get my key, even though I am a founder... Edit: okay, got it, just not by email :).
Depth, not necessarily complexity. Complexity is a price you pay for depth.
I thought fleet battles weren't due 'til October ?
TThe Claw-class scout/fighter
Stardock 4X *usually* don't support the 'Tall' strategy all that much. Legendary Heroes did to some extent with the expansion penalties. it just doesn't make any sense to me, to put all your eggs in one basket True, but historically, overextension has led to issues of their own.
Copycat! I called it first :p.