Game crashes on startup, never gets to any actual screens. Alt-tabbing out works fine, and shows the message 'Saved Minidump: E:\DOCUMENTS.... ' with a full file path. Is there an easy way oto upload the .dmp file here, or is that even necissary (aka is this a known issue)? I did a search and browsed through a few pages of posts, and didn't see anything to this effect.
ProtocolXVI
What I am not understanding is this emphasis on killing creeps. They are there and are a concern, most certainly, but I don't think that they should be the sole focus. As they are right now, they are basically an environmental favor, waves of damage output, damage mitigation, and farmable experience. They can be used as they are now to help you achieve victory (I personally enjoy leading them to attack towers and get the enemy D down early). What you seem to suggest is that the only p
[quote who="Ke5trel" reply="9" id="1991542"]OK, so if the thread ended with reply 107 I'd be perfectly happy. It can't be conveyed better than that. Let's get specific as an example. Some very rough ability ideas: Erebus's Mist ability should do no damage but increase his minion's attack power and speed 25%, scaling up, and damaging him a bit less at high levels. His batport should cause far less damage and pull all minions withing radius with him.&n
Let's begin with the basics. One, I believe that it probably isn't wise to have everything balanced for 1v1; it will reduce the total number of options as well as disallowing truely unique general/assassin possibilities. Two, we should probably stop referring to people, and instead refer only to ideas. For example, I should say something to the effect of the above, while not mentioning who stated the idea. This helps keep the discussion slightly less perso
Honestly, I have had little problem destroying my opponents towers, as Rook, Torchbearer, or the Beast. I have played the game very little with the other groups, but making use of items such as the decoy target in the shop make it much easier to kill them. If the enemey god interfers then it becomes a match of strategy and prioritizing offense and defense because of the slow regen rate of the towers.
This drastically reduces the effect of both players. It reduces the game to 'he who holds the most portals' and 'he who has the most AoE spam'
Yeah, I was about to say; obviously general creeps wouldn't count for this. The entire point would be to provide a strategic purpose to creep pushing. It also means that you'd have to choose certain flags over others, you could trust that flags couldn't be ninja'd.... I'm actually really starting to like the idea. My only concern is that this may give one team an almost unstoppable momentum early on, especially concerning getting extra portals. As a new thought, perhaps each flag give
Just a quick thought; why not make it so that only creeps can take flags? That way keeping your creeps alive in the beginning is actually extremely useful, and pushing throughout the game is really critical.
As someone who doesn't play DotA, how do open maps decrease the skill involved? That is somewhat counter-intuitive.
Because of the way army upgrades work, I think this really depends on how many players are in the game. Furthermore, I'm not sure how wise it is to make balance arguements at this point; it's hard to say how easy it really is to kill demigods, as it is hard to get connections with any real number of players, and killing demigods is the major source of $$$
I can't help but agree on just about all of your points.
The pacing does need to speed up a bit, its almost like the Phase lanes sorta make the game have 'turns' If movement could be increases, or at least moddable it would really make this seem more like an RTS. I disagree, simply because it makes fleet positioning much more important than it would otherwise be. The ability to actually attack your opponent where they are weak, and have it take time for them t
While I really like how flimsy bombers are now, especially now that flack frigates work, I think that their damage output should be increased accordingly.
There is an easy way to get around this problem; 1) build some broadcast stations yourself 2) Destroy your enemy's broadcast stations I like the fact that you can't simply rush in and take a colony the instant you bomb it to pieces; it makes culture absolutely critical for an assault. The only thing that I would change is having culture begin to disappear on it's own if the enemy has no more broadcast stations, if for no other reason than to speed things up a bit.
Irritating... I don't seem to have permission to edit my posts...
The slowdown leaves the moment the red (or blue) movement lines fade away, or if I zoom out far enough so that they aren't rendered; otherwise the game tends to be as smooth as glass. Specs: AMD Athlon 64 2x 4200+ 2gig DDR2 600 Radeon 1950x pro
Errr... I have to say, I really don't understand the argument that the pirates don't have an incentive to bomb planets and the like. Isn't a 125k bounty quite enough incentive? They aren't going after the trade ships because they aren't getting their money from the ships themselves, they are getting it through funding from other nations.
Whenever I issue a trans-system movement order to a large number of ships, I tend to experience a great deal of slowdown if I am close enough to actually see the blue "movement lines."
I've had some time to think about this, and I have come up with a few more ideas on how damage modeling might work. First off, I am going to assume that the general 'feel' of combat will be staying, in the sense that we aren't likely to see a dramatic increase in weapon damage. Furthermore, I am also going to assume that the way armor works is not going to change. Unfortunately, the combination of these two factors makes RoF a nearly inconsequential statistic (Assuming of course a static DPS.) <
I think the biggest issue with coming up with a "good" battle mechanic is somehow getting around the limitations of the hitpoint model. Hitpoints have a large number of inherant flaws that make them an almost uniquely poor choice to model combat. For example; you only very rarely see 'concentration of fire' used in any sort of real battle the way one would use it in an RTS. The reason why it is used in most RTSs is because of the hitpoint model; units go from full functionality to zero
In response to the idea that RoF is not important unless you have armor that stops some number of damage: Why don't we use the heavy cannon on a main battle tank to destroy unarmored soldiers? It is certaintly accurate enough, and it virtually guarantees a kill. The reason is simple; it is overkill. Use of small arms is more effective because you can make many, many more shots, and less of the 'damage' you can inflict is wasted. I would like to see the larger ships armed with weaponry