Sammual

Sammual

Joined Member # 1530707
8 Posts 123 Replies 14,729 Reputation

If there are no unexplored spaces accessable without going through another kingdom's area and you turn on the Scout's Autoexplore the scout will attempt to enter the other kingdom's area and a popup box asks if you want to enter it and start a war. If you choose no it will ask again. I attempted to say No 100 times (You can't do anything buy choose yes or no) before I had to say yes to continue. A third option 'No and Turn off Auto Explore' would be great! S

1 Replies 9,319 Views

I am all for this idea. Most AIs don't change plans much when thier situation changes. I would love to see and AI system where the smaller AI empires stick together a bit more to help protect each other from the big guys. I like the idea that when it looks hopeless the AI will resort to insane strategys to try and stay alive, all or nothing attacks on your capitol / channeler, giving up half thier remaining empire to a different major power in exchange for an alliance (The

14 Replies 10,141 Views

I would like to see a more modular approach where you can't just build everything. (Space / Cost / Effeicency) Some of your fort Items would be upgrades (Keep -> Castle) and others would be seperate buildings that had overlapping effects (Wizards Tower and a part of your keep may both have a sight bonus, only the largest would be used). Sammual

34 Replies 12,579 Views

[quote who="Pnakotus" reply="29" id="2330121"]The way it handled units and squads and modifiers. Different races had character through not only empire-wide bonuses, but changes to how their generic units worked. Squads took casualties that reduced their ability to attack. Powerful monsters could sweep away several units. Throwing axes, striking first, all that stuff. [/quote] I agree,l I love the way squads became less effective when they took losses.

97 Replies 268,671 Views

[quote who="Spartan" reply="4" id="2327154"]For me it was the setup options, diversity of the game elements and dynamic play. [/quote] Ditto. Just add kick ass Hero units you could customize with spells and artifacts and you have my list as well. Sammual

97 Replies 268,671 Views

NTJedi - I think the OP wanted to see what kind of abilites we hope to see without using magic. Just special (Non-magic) equipment or special training. When it comes to unit creation I would like to see a lot of different options under the training section. Advanced X training - Unit gains a bonus to hit and damage with X type weapons. Advanced Teamwork - Unit gives 1 defense to an allied unit to his shield side if using a shield. Unit gains an a free attac

16 Replies 9,210 Views

[quote who="SaberCherry" reply="3" id="2327958"] Don't worry. A closed alpha is one where they abduct the participants in black helicopters and lock them in the testing dungeon, tossing in food and patches now and then. It smells rather bad since it's right below the programming dungeon, which is not locked, since the programmers never leave anyway. To prove this... nobody who is actually in the alpha will announce the fact... because they have already

156 Replies 491,291 Views

[quote who="Scoutdog" reply="3" id="2326401"] 'Damn you, random number generator!!!!!'More like "Damn you, slow parents!!!" [/quote] LOL, that is the first time I've ever seen someone curse his parents for not getting busy sooner. Sammual

156 Replies 491,291 Views

[quote who="GW Swicord" reply="18" id="2324733"] There're probably some bureaucratic factors involved that will make this idea sound silly, but why not give up setting such faraway date entirely? If they can't live without a date, the PR folks could shift to soft goals like a given season or a given half of 2010, leaving the devs able to wait until they have a strong consensus that the public beta has done what it can for them and they're ready to 'let go.'[/quote] IIRC Brad owns

252 Replies 598,593 Views

[quote who="Denryu" reply="16" id="2322079"] I think a better option might be to continue with the February release date beta cycle, then around December evaluate and at that point ask "Can we release the game that we want in two months?" "Are there a lot of new ideas that we have gotten from the community from the betas so far that extending the development cycle to August is going to be worthwhile?" All software projects will grow to fill the available time to release, my

252 Replies 598,593 Views

[quote quoting="post"] Would you be interested in us extending the beta? Since anyone can join betas by pre-ordering, we could try something that really hasn’t been done before as far as I know – make the beta experience something truly outstanding unto itself. So what would be the point of this? The point would be to make it a lot more fun to develop the game with the beta testers. Rather than have v1.0 come out in February and then have v1.1 in say Apri

252 Replies 598,593 Views

[quote who="GW Swicord" reply="6" id="2316274"] Quoting sciborg2, reply 1Will the AI code be public knowledge then? Gawds above, below, and sideways, I surely hope not. Modding is interesting and all, but having the AI code out in public would inevitably lead to a bunch of tedious best-strat nonsense that could swiftly drain the life from the game for those of us who could care less about multiplayer and don't even think of 'winning' very often when we're off in the singleplayer san

95 Replies 207,132 Views

I'm on Vista64 and the game runs rock solid. For what I read on the boards most of the users having issues are Win 7 64. The Vista64 users found a workaround for the crashing / lockups (Reinstall and patch in the correct order I believe). From what I picked up in IRC the issue was people missing an interm patch that updated PhysX. If you had PhysX installed on you PC before you insalled Sacred unless you updated Sacred 2 to 2.3X it didn't upgrade PhysX. <

36 Replies 158,098 Views

[quote who="StoweMobile" reply="20" id="2315646"]hmmm...I just bought it a few days ago, but haven't been able to play it yet...the newest patch screwes up the game and it won't work on most 64 systems...I'm hoping impulse will give me a refund if a fix isn't found soon.[/quote] Only on Win 7 64 systems. What are you running into? I am pissed off, I just got the game this week. I was planning on playing all day today before I head to the beech for a week on

36 Replies 158,098 Views

OK, I just read the July FAQ and I have new Favorites. 1) Over time, the life force (or death force) that a channeler initially imbued in the land will naturally spread so each founded town won’t usually require the sacrifice of essence to create. However, if the player wants to quickly spam out a bunch of cities (which is a typical strategy in 4X games) it will come at a very high cost. 2) The channeler might choose to imbue a hero with 5 essence points to make hi

9 Replies 5,771 Views

[quote quoting="post"] The maximum amount of mana a channeler can accumulate is based on their essence. At the beginning of the game, a channeler starts out with 20 essence points. When channelers gain levels, their essence increases.[/quote] As time goes by I like this concept more and more. [quote quoting="post"] Over time, the life force (or death force) that a channeler initially imbued in the land will naturally spread so each founded town won

98 Replies 337,207 Views

[quote who="goodgimp" reply="16" id="2313276"]The complete lack of any kind of death penalty (well, other than lowering the monster's levels to make it easier for you) kinda killed it for me. Yes, I know there's a hardcore mode, and that's what I'd exclusively play but hardcore is a PITA when playing with a LAN group. I'd love something in between, but sadly nothing is offered and it's not moddable. [/quote] All I play is hardcore. I lost

36 Replies 158,098 Views