[quote who="Frogboy" reply="10" id="1961620"] The initial betas of Elemental will be relatively small in terms of the # of people allowed in.[/quote] Huho, does that mean that not all of those who will preorder before the beta 1 release will be allowed in it? Edit : It tooks me too long to read the thread and answer...
Ephafn
Why all the talk about converting one animal herd to another? Having access to a wild animal ressource should only matter when the animal cannot be bred in captivity. I'm thinking of having two classes of buildings for the purpose of training wild animals : stable, who rely on an external wild animal resource; and breeding grounds, who don't. And to build the breeding grounds, you would need to already have access to the animals, either from trade or from a stable. Taking for
[quote who="Anomander" reply="9" id="1957939"] Quoting pigeonpigeon, reply 8 No one argued that it doesn't look cartoony (or if they did they need glasses, badly). Quoting Luckmann, reply 13 I wouldn't call the current art "cute and cartoony" at all, I've explain before what I class as cute (candy floss trees etc) and as you can see people did dispute my cartoon reference! Compare the pink trees with this image of Candy floss.
If the selection can be done using a bunch of sliders/buttons that would be nice. It would be fun to be able to only get "serious" or "silly" custom contents.
[quote who="pigeonpigeon" reply="13" id="1953563"] Quoting Nights Edge, reply 12I think part of the thing with having the shards immovable is as an anti-turtling measure. You force players to come out of their shell and compete for limited resources. I hope it will be possible to turtle. I hate it when games try to force you to go out and be aggressive. Sometimes I want to play aggressive, sometimes I want to be isolationist and defensive, let me play the way I want to play! The dev
I realise I totally forgot counterattacks, which would probably be the main source of ties if they exist... (oups)
I don't think there will not be many ties, due to the turn based continuous battles. Since at every moment only one unit will deal damage, as long as it is not hurting itself there won't be ties. The issue in Galciv was that every ship attacked every combat round. So it was possible that they all died in the same round.
[quote who="Frogboy" reply="14" id="1947189"] quoting post The media blitz seems full on with interviews everywhere , but I'm curious, why announce the game 1.5 years before release? I seem to recall hearing something about a Starcraft 2...and a Diablo 3 but I can't seem to find them at the store. [/quote] I keep hearing about a new Duke Nukem too. I wonder if they have release it... [e digicons]:-"[/e]
[quote]However, if during the course of the game Nation B had managed to take any of my cities (thus, those on lands that I imbued in the start) those cities would continue to function, and he /she can attempt to make a comeback, and marshall all their troops to these cities before they succumb to the ravages of their former land. The only hope they have is to strike fast and hope to kill my channler to level the playing field... Or they could always surrender their troops and cities to me, a
[quote]g00berhead: aside from the idea of gold armor (gold is quite possibly one of the worst metals for armor that isn't mercury)[/quote] Hehe, reading that gave me the mental image of a knight in shiny lithium armor. While it rains.
[quote]So basically, other non-magic methods of settling cities. [/quote] Maybe there won't be another way than magic (and essence sacrifice) to found a new city from scratch, but Frogboy mentioned that there will be abandonned villages overrun by monsters. Defeat the monsters, and you got yourself a brand new city.
They have released the game itself as open source, but they had to change the name to "The Ur-Quan Masters" because they didn't have the right for the name itself.
Maybe life magic could be used to bring heroes back, but I would instead suggest that resurrecting heroes should be done at the permanent expense of the channeler power. Exactly like imbuing the hero with magic, bringing him back from the dead should be a hard decision for the player.
Cannon fodder : Untrained infantry unit with the weakest weapon available (like a club) and no armor. Just to send thousands of them against a dragon, to see pretty combat animations [e digicons]O:)[/e] .
[quote who="Ron Lugge" reply="7" id="1929853"]Cool! Dang I wish I'd known that was there earlier. (Oh, and I'm not so sure its based on cookies... or if it is, its only so-so useful for me becasue I have more than one computer I browse on)[/quote] I confirm that it is based on cookies. It is one of the best feature of this forum since it remember when is the last time your read that particular thread, and not only your last visit. So you can read only some threads, and next time
I have two questions about losing conditions : - What happens when the channeller dies? Does the player simply lose, or does the channeller get resurrected somehow (like in MoM or AoW)? - And what happens when all your cities are conquered? Do you automatically lose (like in Civ), or a you still playing as long as your channeller is still around?
[quote]Whether it be TotalGaming.net or Impulse, third-party games have always been and are always free to use whatever they want to use provided that they inform the customer what they are doing. For example, if EA were to put Spore on Impulse and they insisted on using their own copy protection scheme, we have to abide by that whether we agree with their position or not. [/quote] As long as everything is transparent, it's okay for me. (Okay for me to use Impulse to buy
What do you mean by the following (page 15)? [quote] We are going to add IP protection services to the Impulse Reactor platform so that publishers at least have an alternative to methods like SecureROM, Tages or Steamworks. As a practical matter, most game publishers who want to protect their IP have few options right now. [/quote] If this means adding DRM to some Impulse content, this will greatly reduce my interest in it, as Impulse was toted as the
[quote]One feature that I've concluded we should put in is to let people set the pacing of research any time they want within game. In a single player game, if I want techs to come faster, I should be able to do that. It's not cheating as it affects all players equally. [/quote] *cough* Not cheating to put research at 100% while increasing research speed, and put it at 0% while decreasing it? *cough* It is both micromanageable and abusable, that's the problem
I wonder how players would react if the AI could use Ctrl-N too... I guess one of the reason why I can defeat the AI in most games (at Tough) is mainly because I restart when I get a crappy start, while the AI cannot do that.
I will have to agree with you on pretty much everything you wrote down here. (Unlike your previous post about DRM.) But something I would like to know is how much the piracy of some game reduces sales for some [B]other[/B] game. In short : is someone who have pirated Civ IV less likely to buy GalCiv 2? If it is the case, then piracy could only be tackled by a industry-wide action, which (as a player/buyer) I am afraid of. Thinking about it, this would even reinforce your point
Chalk me up as another who will avoid most DRMd game. I play mostly Open Source games, not only because I am cheap and I get guilty feelings just thinking about pira^H^H^H^H acquiring a game illegally, but mainly because I get as much fun playing them as I get playing commercial games. I am not ready to pay 50 bucks for a game I will only be able to play 10 hours before getting bored when I can grab an halfway finished game which will entertained me for >30 hours. But if I am o
I had a similar problem : Sometime, when I set a fleet path, the max move of the fleet went to 0 (but not the remaining moves), so that the moves looked like : 2/0. Then I could only move the fleet using the keyboard. Also, I don't know if its related, a lot of my ships sent on long paths tried to go through planets. I found some scouts on auto-explore in the orbit of my planets and I had freighters try to "colonize" planets by trying to move through them.
[quote]Have you considered that having multiplayer would attract a larger customer base? Possibly raising this game from bargin bin status to something more successful?[/quote] And have you considered that [U]having[/U] multiplayer support actually reduces the value of the game in the eyes of some customers. Almost all games I play are singleplayer games, mostly because I don't want the trouble of organizing matches with friends. At least once I didn't buy a game because it was
I have a question before I pre-order : I read that there would be much graphics changes, among them some to save RAM. Could any of those changes could eventually break the game on my computer with its outdated video card (that cannot handle all of DirectX9.0c - I cannot get the ships textures for example)?