Sethai

Sethai

Joined Member # 2302684
5 Posts 84 Replies 19,872 Reputation

[quote who="Droghar" reply="7" id="2726016"]You'd need to use Impulse to download patches and updates anyway, so why not just buy digitally?[/quote] this. i know digital downloads can seem scary, but once you try it you'll never look back.

12 Replies 8,092 Views

[quote who="kapeman" reply="6" id="2833564"]Add fishing, but limit it somehow. At this point there is hardly any reason for harbors or transports. Please note I said, "hardly".[/quote] mostly i just use them out of curiosity so that i can find out the shape of the world and where everyone is; otherwise i never end up making contact with anyone but my neighbours.

30 Replies 26,636 Views

lol actually quite surprised there are no complaints about game mechanics, ai or pacing though. i always thought that the main downer would simply be that the game just isn't really entertaining until you get about 30 techs in and have a level 3 city.

19 Replies 21,489 Views

i think the intention would probably be to get into the marine side of things in an expansion. ie naval battles, sea monsters, shoals of fish as resources. i'd rather they did it properly when they did it. i have hopes of one day being able to generate an earthsea type world. a man can dream right?

30 Replies 26,636 Views

btw i really don't like these requirements. it makes sense to limit the quality of units by town size perhaps, but not their size. there are far too many individual units in the game, slowing down tactical combat already without forcing them on people in the late game. it would make much more sense to me to increase troop training times and make the garrisons more essential instead. but at the very least i don't think it's too much to ask to make war council a level 2 building, especially sin

3 Replies 2,641 Views

i think i actually requested auto-upgrading studies a few hours earlier in the forums. that is actually uncanny. it just makes sense and rewards people for developing their cities. funnily, as the game develops we are actually getting closer to what i've been arguing for all along, only that instead of getting buildings that produce in proportion to population and are limited by city level, we're getting production by level and limits by population. i still slightly prefer my way, but this al

35 Replies 89,917 Views

[quote who="Werewindlefr" reply="5" id="2833000"] or you don't have enough to expand which leads to a catch-22 where you don't have the food to expand your population so that you can afford to grab more food There is no such thing; if there is another food resource somewhere, there is nothing preventing you from creating a pioneer and taking it (well, you need 1 free food resource to create the town, so yes, you need to plan ahead for that eventuality). You might have to *fight* for

8 Replies 5,125 Views

this highlights the problem with the food system: either you have enough food to expand almost all the time and food becomes redundant (and indeed, if you have more food than you need at any one time then you gain no benefit vis a vis having just enough), or you don't have enough to expand which leads to a catch-22 where you don't have the food to expand your population so that you can afford to grab more food (or solve the problem in other ways). before the beta the former happened more ofte

8 Replies 5,125 Views

might i add that i am also almost never held back by the citizen requirements; gold is almost always more of a factor. there are towns i have maxed out, but that's only because i have a desire to spread my production across my towns; as a faction i always have more space than i need citizen wise. that's not to say i want players to be more limited; i'm still limited by population in that i need want more pop so i can get more taxes to fund more buildings and i find the pacing just abo

84 Replies 231,336 Views

can i also add that, while i like having the option to update my unit cards, it seems to forget the new ones and revert to the old ones eventually (i have yet to pinpoint the trigger for this EDIT: turns out alt-tabbing is one of them) i am also experiencing increasing stability issues the longer the game goes on (not something i had before). this usually happens when i quicksave (but not consistently)

84 Replies 231,336 Views

[quote who="Frogboy" reply="45" id="2829927"]Here's my list of observations as a game developer on the game and as the lead designer: Conquering a city doesn't remove enchantments on it The computer players aren't casting spells (I know because I had to disable it for the 1.1 beta) When I found a city, it should do the animation first before taking you to the book so that you can appreciate what is happening. The opening page when you enter the game should give you m

84 Replies 231,336 Views

[quote who="Wizard1200" reply="30" id="2831392"] Good point, but another solution would be to split the mana into different categories (Earth, Air, Water, Fire, Life, Death) and to reduce the mana cost of all spells, because if a player depletes one mana pool he would have still the others.[/quote] would be nice, although at the moment the system seems to be moving away from the elements; at least half the spells i seem to be learning/casting seem to be non elemental. so what do

53 Replies 140,538 Views

[quote who="ssternbe" reply="5" id="2828975"] Also to build groups need to first construct a command post. No more building best units in frontier towns.... [/quote] i actually dislike this. i can see the good intentions, but i think the game needs more large squads, not less. this doesn't stop you training your best units, it just slows down battles by filling the screen with individuals. at the very least i'd prefer it if the qualifications

13 Replies 7,554 Views

i can see some of the reasoning in this post, but right now i really think that the magic system is currently on the right track. this is largely an issue of spell selection. the issue for me is more about the long term effects of endlessly accumulating mana. we've gone from a situation where having as many enchants and summons as you liked had little to no consequences, to a situation where you can only physically have a few of these without shutting mana gen to a trickle. if mana en

53 Replies 140,538 Views

[quote who="gumbostu" reply="38" id="2829991"]I disagree with the notion that we need more then 5 stats to have engaging character development. More stats does not automatically mean more or better choices. In fact most RPG's have no more then 5-6 core stats in them. (i.e. Dragon Age has 6). It's all about making the stats actually have a significance in the way the character is played. I'd much rather have fewer stats but have them more meaningful then lots of stats w

55 Replies 24,955 Views

polls can't be trusted too far, because some people just haven't thought things out as much as others. not that their oinion is invalid, but you mark essays for the way the people argue their case, not what their argument is. question is needed first though. i'd like a poll on whether people think essense should be kept as a stat.

7 Replies 3,108 Views

i hate to recycle posts, but here again is the post i made in the original beta patch notes. mostly this is great, but the more i think about the decision to ditch essense the less i like it (probably for different reasons to you though). mana maint makes sense for summons and enchants definately, but not for channelers because they cannot be dismissed and are largely pe

55 Replies 24,955 Views