LNQ

LNQ

Joined Member # 2382998
1 Posts 221 Replies 15,554 Reputation

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

5 Replies 3,324 Views

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.

13 Replies 13,815 Views

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

25 Replies 31,446 Views

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'

81 Replies 216,716 Views

[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,

25 Replies 31,446 Views

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)

59 Replies 42,936 Views

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

106 Replies 433,801 Views

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.

2 Replies 971 Views

[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.

21 Replies 20,900 Views

[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.

10 Replies 47,320 Views

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

48 Replies 31,822 Views

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.

21 Replies 20,900 Views

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

10 Replies 47,320 Views

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

1 Replies 890 Views

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

72 Replies 274,065 Views

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

72 Replies 274,065 Views

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.

35 Replies 54,558 Views

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?

24 Replies 20,943 Views