[quote who="CaptainYar" reply="11" id="2084398"]It wasn't a PC game but one for my Sega Genesis I had a game called Master of Monsters, a TBS that behaved a lot like a board game with hex-shaped spaces. I loved that game... Then they remade it for the Playstation. I was thrilled that a new one existed, I was like "OMG they make it for Playstaion ??!!" and i couldn't wait to play it. Didn't take long to be completely disappointed; the graphics were infinitely better of course
lambdaman
I was playing the dark side.
I played a Pantheon game in which there was no opposition at all -- just me and 2 AIs against the enemy defenses. That can't be right.
On the topic of AI surrenders: I really liked the system in Galactic Civilizations. For those who haven't played it: when the AI decided to give up, it would send you a message saying, basically, "you have defeated us, but we refuse to submit to your authority. We have decided to surrender to (your biggest enemy) instead!" The empire they surrendered to would immediately take control of all their ships and planets. Could be quite a nasty surprise, depending on the situ
Personally, I'm not so happy with the whole concept of favor items, but as long as they're cheap and provide just a slight benefit, as is the case now, they're OK. Making them more powerful and expensive will make the game like World of Warcraft, where only the people who play the game 40 hours a week can stand up in player-versus-player mode -- not because they're that much better, but just because they have all the expensive items that let them kill lesser users on sight. It's j
Hopefully the bug wasn't something like this... [code="c++"] // If the player bought the auxiliary government upgrade, don't wipe out the planet. if(true || !planet->hasAuxiliaryGovernment()) // NOTE: Aux-Gov disabled for testing purposes -- re-enable before checkin! planet->makeNeutral(); [/code] Not that I've ever done anything lik
I've just played my first game in this beta against an Oak who got spirits (a hard AI), and I have to agree. Those things are insane. I was playing Erebus, and I dodged the bug that stops you from getting Night Walkers. Didn't matter; I never saw them do any noticable amount of damage or survive for long at all, even at max level. Meanwhile, if I didn't start fleeing (ideally teleporting) away as soon as I saw Oak, I was guaranteed to die in under five seconds once his
I played my first game using the Rook in this beta yesterday, and I noticed that the targetting with his hammer is a little wonky now. In particular, it's almost impossible to target a Demigod who's on the other side of the Rook (relative to the camera) -- the cursor sticks on the Rook and won't let me click, instead of going "through" him to hit the ground. I had to rotate the camera to the other side of my character to get the spell off, by which time Regulus was ..... well, he
I figured out after writing this post that the reason I was always splatting the dark side players was that they were all AIs. [e digicons]:grin:[/e] Here I thought I had just gotten a lot better between betas... Maybe once things are working and we can play against actual people it'll be a little clearer how things stand.
Please note, I'm not talking about having to remove both of them if you had an earlier beta. I did that on Friday and installed the last pre-release beta. But today, I installed the 1.0 Entrenchment release and the new Sins patch (queued them up for install while I went to eat, actually; they were both downloading when I left the machine), clicked on it in Impulse to run it, and got a big warning saying that Entrenchment needs Sins and Sins isn't installed.
It seems like the favor points stick if I don't exit Demigod, but as soon as I do they evaporate.
I've played a couple games in the Pantheon tournament, on the light side (mostly as Oak). So far, every single game seems to devolve into a mop-up operation where we hunt down the dark-siders and splat them repeatedly. I may not be playing at the refined level that some of the posters here are, but I do think that the light side has an advantage (evidenced by the fact that they have a 33% advantage in favor points as of this writing); I'm sure someone will write back and sa
The Orb of Health (hope I got the name right) is the item that restores a massive amount of HP and mana over a few seconds, unless you're damaged. Shield is Oak's ability that prevents you from being damaged for a few seconds. So, I thought to myself: "I wonder whether the orb's check is applied before or after the shield negates the damage?" I tried it out in-game, and sure enough, I can sit there in the middle of the enemy fortress watchin
[quote who="Soccer194" reply="3" id="2069340"]I am much more concerned though about those who can't attack air making it almost impossible to fight creeps long term because angels mass up and a Oak can use his spirits to shred u into peices in a matter of moments.[/quote] I'm pretty sure Frogboy posted a changelog saying that all demigods and their minions can attack air units now.
In complicated melees, I can't always remember which demigod is which based on the player name. Often I know, e.g., that I want to pound on the Torchbearer a little more, but I can't remember which of the names is attached to him. I have a few ideas that might help here: This one should be pretty easy: attach the demigod's portrait to the box that pops up with their name, so I know who I'm pointing it. Always show portraits
I noticed when playing with the Torchbearer that he would sometimes "forget" who he was supposed to be attacking and attack the nearest enemy instead. I think, but am not sure (hey, it was 3 in the morning), that this happened after I used one of his "fast" spells (e.g., Rain of Ice or Deep Freeze). Maybe this is intended, but it seemed very counterintuitive to me, and several times I lost a few chances to shoot an opponent because I didn't notice he'd gone back to firing at creep
[quote who="Blair Fraser" reply="6" id="2066889"] The current version crashes if a starbase gets attacked while it's under construction -- I thought I heard this was going to be fixed, but it's not in the changelog, so I'm not sure what's up. The Advent meteor ability doesn't do any damage to ships and does minimal damage to planets (it looks so impressive I bought it several times before I realized it wasn't actually doing anything ). I'm assuming that at least the ship
Looks great! One quick question: I was wondering if these bugs are fixed? The current version crashes if a starbase gets attacked while it's under construction -- I thought I heard this was going to be fixed, but it's not in the changelog, so I'm not sure what's up. The Advent meteor ability doesn't do any damage to ships and does minimal damage to planets (it looks so impressive I bought it several times before I realized it wasn't actually
One thing that would help is if the fighter AI would prioritize the structure-killers. I played a single player game yesterday, and it was really annoying to have to go to every gravity well that a fleet was attacking and baby-sit my fighters so they'd take out the 5-6 torpedo frigates the AI had brought along ASAP (if I didn't do that, they would pointlessly chase the enemy fighters around the gravity well while the starbase was being decimated).
[quote who="PurplePaladin" reply="4" id="2059502"]If "Entrenchment is in feature-freeze" then I hope they will tell us. We can stop writting all these ideas, and just look for bugs. . . . .[/quote] Yeah, I should make it clear that I'm just guessing based on my own experience in software development organizations and this: [quote] Sins Entrenchment Set For February 25 [/quote] I'd be
[quote who="Carbunkyl" reply="13" id="2057168"]And the Vasari are entirely alien, they are oppressive and do not regard either TEC or Vasari as anything but a barrier to the exodus. Their diplomacy is mass genocide. How then can diplomacy be handled?[/quote] Hm, my understanding is that the Vasari are more in line with the Drengin -- i.e., genocide is a bad idea, because then where will you find slaves to run your empire?
[quote who="PurplePaladin" reply="14" id="2056631"]It's not that way with starbases at this time in the Beta; they seem almost "common". And even when you do see them, they are all the same looking/size (yup, there's another 8 slot 2 weapon/3 defence Starbase). I was hoping when you saw one you'd say "uh oh, there is his main starbase". Extra slots (10-12) could help; it would be easy to break down upgrades into 2-5 tears (sic). But my main idea was that Starbases "s
I have a saved game that reliably crashes after a minute or two. It appears to be triggered by one of my constructors that's trying to build a starbase: two enemy vessels are harassing it, and when it creates the starbase, they momentarily get "shoved" into the planet, at which point the game crashes. I wonder if that could be the problem? Unfortunately it doesn't seem to be possible to upload files on this forum, but maybe
[quote quoting="post"] Their change to using weapons rather than abilities help with managing them, but they introduce another problem. Even though they prioritize buildings, if you jump into an enemy grav well with their fleet you either start hearing lots of really loud "raze planet" explosion sounds and get blinded by having a bunch of your ships lit up with them, or you sit through a constant stream of blue particles going every which way. Large battles can already be messy, and thi
One thing I really appreciated in the voice work is that some of the taglines are recorded several times with a different inflection each time (e.g. "every LIFE is precious" vs "EVERY life is precious"). It makes the voices feel a lot less "canned" to me.