There's a lot of good stuff in this thread, but I just wanted to quickly answer this point: [quote who="Aranneas" reply="1" id="2850438"]AI: This is an interesting point and I'm going to consider it some more, but here's the thing. The WoM AI currently doesn't even factor magic enough to make a damn difference. So effectively, it's just a terrestrial empire building, management, and combat AI. There are far better examples of this in existence. What went wrong?[/quote] I'm not
LNQ
The pathfinding is lacking and there is no preview of the path your unit is taking to the destination. SD *must* be aware of this. Don't understand how this hasn't been a priority, though. It affects every single turn of the game, and for me is a gamebreaker.
I considered dungeon exploring as a single tactical battle when entering the dungeon. That wouldn't be too hard to pull off. In my opinion it shouldn't be anything more in-depth than that, otherwise it would be too big a stretch from the main game. Oh, and about grouping units - I agree. In my opinion normal trained units should be groups by default. I'd actually raise the amounts to 5/10/15/20, just for the sake of scale, but balance the stats. Champions and mundane units should be d
I can't believe Elemental is not number one, to be honest. I had such incredible expectations of the game. Of course, it's hard to remember the expectations you had when you've played the beta for a long time and seen the game develop. But if I bought the game now with the expectations I had before trying it out or reading reviews, I'd be devastated. Civ 5 would be number 2 for me, or Red Dead Redemption. Heavy Rain would be on the list as well, though it's already on the 'overrated'
[quote who="Alstein" reply="11" id="2850381"]Another use for dungeons- bring in regular units, they live they become lvl 1 adventurers.[/quote] This is a diamond idea. Mix this with a party limitation for dungeons: "The dungeon you are about to enter is close to collapsing. You decide to form a group of no more than five adventurers. Pick your heroes." Now you can choose up to five units to take in the dungeon. After completing the quest,
If you want something to play during your christmas leave, don't buy this. The only reason to buy before the end of the year is the free expansion, but I would rather just not buy, because there's a risk you play it now and it ruins the experience even after the game finally comes together. I vote no buy, wait until 1.2 (or later)
I say the picture should be used for something more awesome than a pioneer. And the pioneer pictures should look like an actual pioneer, not some poet.
Am I the only one that doesn't really get how come the pioneer portrait looks like a falconer? It doesn't look like a pioneer at all to me.
Nothing really matters until 1.2, or maybe even later than that. If it takes me less than 15mins to run into the first very apparent bug (my unit gets covered in a fog of war for no reason) which constantly repeats itself, it's clear that the game isn't complete yet. Since I pre-ordered the game, I don't feel like I have any point of complaining, at all. It really doesn't make a hint of a difference to me whether the version number is 0.9 or 1.1. If the game was not released and pushe
If someone has to ask if this is a bug or not, then it at least is poor design and should be fixed.
Yes, Auto-turn shouldn't trigger when you have idle cities. I hate that. And I agree with the "idle city" button. Just have a "sleep" hotkey/button for a city, and display some sort of an icon on top of a city that's currently in sleep mode. It should automatically stop sleeping when leveling up, maybe also when you learn a new tech or when an enemy unit comes close to it.
[quote who="Dsraider" reply="6" id="2847238"]@Sir_Linque: Both Bazaars and Marketplaces already exist. Although Bazaars are basically never built becasue they are level 5 buildings that give a boost to gold.[/quote] Well you could switch the name or give them an additional function like described above. And drop/up the level to 3.
[quote who="rwemack" reply="2" id="2847213"]Also, I would like a button that commits all pending move orders, but doesn't end the turn. That way, all the units that have reached their destination don't lose their remaining moves.[/quote] Yes. I want this too. In fact, even when you press end turn, if some unit reaches its destination, it shouldn't end the turn but instead jump into that unit and let you move it.
If you have idle cities or units when pressing end turn, I want the game to tell me "You haven't moved all your units this turn, are you sure you want to end you turn?". Or "Some of your cities are idle, are you sure you want to end your turn?". If you click no, it should center on something that is idle.
I think they are going to do exactly what you said. It's going to take time but I'm sure they are exactly on the same page as you are. Stardock has already said that they are going to do big things in the magic part of the game, it's just going to take a bit more time to make those changes. I want all the same things as you do. Except for the vampires and zombies and skeletons, that's not a necessity. Death can be death even without those. But I wouldn't mind if those kind of spells w
I agree with changing the Item Shop to a Forge. I would further suggest that a level 3 city building called "Bazaar" (Empire) or "Marketplace" (Kingdom) would enable mundane items to be bought for gold instead of their material cost. The Bazaar/Marketplace would also provide some additional items that can only be bought for gold, not materials (rare books, magical jewelry etc). Also, you would need an Arcane Forge to get some magical, more rare items that have exotic materials in their price.
This is a big, big thing. When you right click a square to move units, it will automatically start moving towards that square with no warning. You never get to see the path it is going to take, and you can just as well misclick on a wrong square, especially if you don't have the grid on. Some sort of a display showing where the unit is going to move and where it is going to stop this turn (if it hasn't enough moves to get to the target square) is an absolute necessity in this game. Once again
There is some weird bug with the fog of war covering units when visiting quest huts. I did the following: 1) Sovereign enters witch hut #1 in "Wild goose chase" quest. I get the dialog and choose to continue quest. 2) I don't move the Sovereign after entering the hut. Instead I chose Janusk from the left sidebar and moved him two spaces. 3) Not sure if I had to press end turn to cause the bug, but after that or right after moving Janusk, my Sovereign was covered in fog
Satrhan, yes you can have the same effect with equipment, but it just doesn't feel as cool as having different base units. There's no sense of achievement when you just keep upgrading your best unit design with whatever new equipment you just researched. You could have all sorts of base units, with the important part that they should each feel a bit different to play with. They should look a bit different and they should have distinct stats that you can modify slightl
To me the big thing hurting the 'one more turn' feeling really is the part about how units work in the game the OP talked about. Yes there are special units you can research up to, but the total customization of human troops feels too much like a game of Excel. In GalCiv, being able to completely customize spaceships fitted the concept well, but in a fantasy game I would like it to be a bit more restrictive. There's nothing preventing the game from being a mix of both customization an
I really like those evil spells. The game is missing on anything actually evil. All the current spells are kind of neutral even if destructive.
I believe it was said that it's open until 12am, not pm. I prefer 24h clocks for this reason. :) I too would've liked to switch my entry into something called a Teleport Trap, an idea I got today. It definitely would've been the most interesting idea I've had for a spell. The current entry I have probably won't make the cut. Oh well.
You were right. Well, there are 330 spell submissions in the contest. it'll be interesting to see what kind of gems are among them.
Hm, I updated my spell description a couple of hours before the deadline, now the spell doesn't show up in the submissions list at all.
I'll ignore the rest of the post, but what makes you say that AI can't be fixed fast? What is the thing that prevents AI from improving quickly? Do you have some concrete reason for saying this or is this just a hunch?