Just as an update on this and some of the suggestions in the list, it's already confirmed both that tactical combat will have terrain effects, and that posessing shards will boost the effects of your spells. Two great pieces of news. Suggests we should keep posting... [e digicons]:grin:[/e]
B G P Hughes
Yes - I wasn't perhaps clear on what I'd like best, but it would be: 1. Full deplyoment phase for battle - skippable. 2. If not 1, then designation of which unit types go in which ranks in an options menu (which can be changed in game), and this is used as the dafault behaviour for every battle until changed. 3. If not 1 or 2, a default setup chosen on some automatic criteria that we can at least plan against (be it unit type, dexterity, or whatever). Any of th
So here's another possible way of doing this without major rework of the underlying database. Using the militia example: currently when you produce a group of militia, you get 'party of militias'. Here's another way of doing it without needing a plural field in the database (or whatever you're using) - just switch the text around: 'Militia Party'. Voila! It works for nearly all iterations: 'Watchman Army', 'Militia Group' etc.
They aim to have it run at pretty low specs (you can see it in the overview section, though not with actual specs listed). The beta performance is patchy as there were some memory issues, now solved for the release which we didn't see, so the beta is no good as a benchmark for you - suggest you post the same question on the release version.
Just some quick, positive feedback on the music - excellent stuff. I am hoping the final release will have additional variation, but what's there is very atmospheric.
Currently I find myself always reaching for the escape key to close poip up windows like the building selection window. Is the small cross in the top right the only way to close windows and the manual? Recommendation is to add also the escape key (or some other).
Sequence as follows: 1. Fought a tactical combat with my sovereign, 2 heroes and some units against a bandit group. Lost all the troops, none of the heroes. 2. After combat, discovered one of my heroes at mysteriously died (o attack 0 defence - maybe why?) 3. Quit too main menu 4. Reloaded - crash to desktop in the first turn as attempting to move Rollinard. Files below: h
Appears I am blind. Motivated keep posting!
Seems you missed mine: https://forums.elementalgame.com/389773 https://forums.elementalgame.com/389772
Well I thought that too, but then I went back to MoM, where movement is a lot of 1 tile, and it works pretty well. I think this has a lot more to do with the power of archery and the imbalance between attack and defence. Also, in MoM, units lose men, and that also helps I think.
[quote who="Frogboy" reply="13" id="2700750"]General Comments: We're going to have the AI take over the respawning of NPCs. Right now, all the NPCs that will ever come into the world are reserved at the very start with a very specific location. The idea was to let there be "rumors" of various high level people. The problem is, during the course of the game, many of these locations become occupied by cities and what not and thus they don't spawn. So we'll switch this to the NP
Have you tried clicking on the wheat fields themselves and then using the build option? I had this same problem.
[quote who="Gwakamoli" reply="7" id="2700444"]maybe shards could be there to give spells of the same element a boost, rather than being required. eg Spell Damage = BaseDamage(3-5) + Int/2 + Shards(Amount under controll X 3) This way some spells could always be cast, but would be useless by comparison when facing a sov who has controll of 5 shards of 1 element [/quote] Yes, I think I also favour this approach and posted it in another thread
I wouldn't vote for the NWN system - it was a bit of a pain as you had to hold the mouse down and fiddle about and often 'dropped' the menu. Most people ended up using the quickslots instead. I think the lesson there is that quickslots for casting sound like a winner. I am personally in favour of a much more organised set of spellbooks, with tabs by either book or spell type, and the removal of spells not availbe. As someone pointed out, you tend to queue 3 or 4 spells each time you e
I think the bigger problem is not really knowing what the linit is, so you don't know when you're going to hit it, and when you do, not being able to knock anything down, even buildings in progress. I believe reducing the limit just makes you build everything. I'd also love to see more buildings in.
Currently, if you click on a champion you can see the enchantments he is maintaining, but not the enchantments actually placed on him, except by mousing over his stats. Can we add this to his book as small icons of which enchantments he is enchanted with?
One of the joys of these kind of games is 'seeing how you're doing'. Maybe this is because I am a stat freak, or it's because I genuinely find it easy to spot patterns from listings, but either way, the suggestion is to have a screen which lists your heroes, and their key values (ST, DEX etc, plus also ATT, DEF, and the enchantments currently on them), together with level and current xp, and to be able to both sort the list, and to click on a champion to go to them. The same would app
Currently, if you want to scroll around the tactical map, you need to zoom out, centre on a unit, and zoom in again. It would be more intuitive if running the mouse to the map/window edge would also scroll it, just as it does in the full window mode on the main map.
Running a different OS (Win XP). This was with the sound on. What I am seeing is that from round to round the memory doesn't go up much. Instead, it increases about 30Mb every time I have a tactical battle or a Tech advance/wonder UI pops up, and never goes down again. I had the sound on for this one: http://dl.dropbox.com/u/8733908/debugmemleak.err http://dl.dro
Some more thoughts on making wasteland terrain more interesting: how about a type of terrain that cannot be made habitable, but can still contain resources. To use these resources you would need to put a pioneer on them to develop them, and send a ccaravan to them to set up a road, which then accesses their resources and adds them to the pool. This would make these areas more interesting, also make the need for field armies to protect them. If this is where many of the shards were found, it c
Before I comment, I would just say toTorynn; please moderate how you give your criticism. You're obviously passionate about the game, but having been a game developer myself, feedback given in a negative tone is very detrimental: it drives developers not only to ignore your posts, but to leave the forums altogether. I hope you will take this gentle critique as intended as i am not trying to turn this thread into a flame war. On to suggestions: 1 - agree 2-5 - I agree t
This might seem like an odd question, but as of beta 4 I haven't found shards to be very important. As yet it has not limited my spells, and I haven't noticed anything else they're doing. Can somone enlighten me? I know there was push back earlier in the beta about how shards were too important (personally I didn't agree), but now they seem to do nothing at all, which seems to be a huge step back. What am I missing/not noticing?
Berserk Once the unit is damaged, it gets +1 to move, combat speed and attack, and halves defence. Roar Drops the morale of all enemies within a 2 radius (where can we see morale?). Death Touch Damage dealt is permanent. Bloodsuck Part of damage dealt is added as health to the attacker. Antimagic Aura X Preven
As luck would have it, the OP has posted most of what I would have posted, but in the continuing theme of constructive solutions, here's the priority of improvements I'd see for tactical combat: 1. Don't start in striking range. 2. By default put sovereigns in the rear rank and implement line of sight for archers, or even better have some ability to set who goes in which rank, even if it isn't a full setup phase. For example designate troops as cavalry, infantry, archers, cast
I get some graphical bugs in the tactical combat (files below, but not sure it helps so I'll describe them): 1. When a familiar attacks, there is no damage report nor strike/blood graphics, but the unit counterattacking shows damage and damage effects on the familiar as normal. 2. When my archers fire the arrow goes off horizontally along the screen for about the right distance, regardless of the unit it is firing at. In other words, if the unit is vertiacally below, the arrow