I understand that the recipie system can be fun and rewarding after you memorize them, but upgrades have a much lower entry requirement to having fun, and that's why I prefer that system.
xthetenth
[quote]Its good to know what happens. At the moment its just like.. ok im getting gold, but i dont know from what exactly. I really do not like it if I do not have transparency of the operations.[/quote] Exactly. gold income feels as foreign to me right now as damage types in sins did for a long while. Making it more obvious what's giving you gold is a very good idea.
[quote]I'm not really sure I like the idea of building custom items. I'm not sure thats exactly what you meant though. My thought is that if you are allowed to upgrade an item the way you want it would be possible to create very overpowered strats by maxing out certain characteristics.[/quote] I meant something where you can take an item and get a series of choices to increase certain attributes. HP gain and the like will always be there, but the more esoteric stats won't. I actually
[quote]Seriously, this guy puts a lot of efforts to improve the game. His suggestions are to me interesting 100% of the time, if not brilliant. His ideas would definitely improve Demigod in numerous ways. I hope GPG/ Stardock will consider his input with the utmost consideration so to speak. Thank you innociv! Other members have really nice ideas too, and I sincerely hope a fair number will get into beta 2 or 3. There is so much potential in Demigod : these suggestions I read all the
[quote]I mean having multiple war idols, each one is +1. Like 2 or 3 of them on a mpa would be cool. I think the fights over the war idols are fun.[/quote] That's good, and should be common. In all honesty, I thought that that one was obvious enough that you meant a single idol with more than +1. Oops...
Yeah, the scale of the buildings is a very important factor in the scale discussion. I don't think the towers should be noticably larger than the rook, because he's a walking castle , but I think that all the demigods should be made bigger to various extents, and buildings to a larger degree.
[quote]At this point, you're not only forced to decide which upgrade paths you want, you also have to decide which armour item to get that path with. Should you get your armour+ through boots or breastplate? Energy recharge+ through ring or helmet? Which item gives a bigger boost? Which is more affordable? What about oddball paths that give powerups that aren't readily apparent from the initial stats (i.e the middle path in your picture). That's more than a little studying in itself, I'd say.
[quote]Shall we designate specific content to be developed? Obviously there will be plenty of user created guides that will be made but things like comprehesive and interactive skills/items/demigods information stores. This way we would avoid two different people working on the same information.[/quote] That sounds like a good idea. I'm getting my homework out of the way today, so I'll likely disappear, but I'll be back by tomorrow. I think the key things right now are a section on me
Yes, that's helped people before. I think there's an issue with demigod not always hiving enough rights that seems to be limited to foreign copies of windows. It's very odd, but you don't seem to have any unicode only characters in that directory, so that's the most likely way to fix it.
That's befuddling. Do you have any problems with any other games? Try looking around in your drivers for an option to disable crossfire and only use one GPU. It'll lower your performance, so turn it back on if you want to play something intense, but it may fix this problem. Also make sure your card is being cooled properly.
Wow... I'm amazed. The limit is very very high. I got a warning that I was past it, but that was back in sins, and it wasn't a hard limit, just a 'be warned, we're instituting a limit' back then. That's what three betas in quick succession and a very flaky third computer will do to you. [e digicons]:grin:[/e]
Duh! *facepalm* sorry, forgot that you guys are technically at work. You all sound too happy for that. [e digicons]:grin:[/e]
[quote]1. Torch guy stops everything hes doing when he reverts from ice to fire mode (it can really mess with u when your in the middle of combat)[/quote] Noticed, and the devs are already on this one. [quote]2. Mines just dont like to go off very often. Maybe intentional, my guess is not. The torch guy in fire mode (flying?) isnt affected by mines.[/quote] I've noticed a ton of dud mines too. They end up littering the battlefield, and the worst bit is they ca
[quote]Has the decline of Classical education fallen so low in this great country that we can no longer decline a noun properly?[/quote] Yep, pretty much. Sorry, but it has. Proper declension is actually rare these days. [e digicons]:([/e] [quote]There is some real issue with telling enemy demigods from friendlies; it seems to me the obvious first cut at a solution there is to give each side a bit of an alpha-layer shimmer. Gold for good, Red for evil, or something equivalen
[quote]It's in the main post by frogboy. Nuf said.[/quote] What is? I'm confused.
Hmm, that's very odd. Is your account still active on the lappy's copy of impulse? If not, I'd recommend archiving the dl from the desktop, transferring it to the laptop and installing from that. On the desktop, right click download and archive, transfer the archive to the lappy, and I'm not sure what to do on the lappy, but try hitting the orb in the upper left and hitting Restore Archive. That may work if getting your account logged in on the lappy doesn't solve it.
[quote]sins change during the different betas? [/quote] Hells yeah! Beta 1 had caps, and scout/siege/colony frigates. THAT'S IT. It also had a much more rudimentary economic system, no advent (and for a long while no vasari) among other things.
[quote]It's a good trend. Interestingly, they don't have to be making meaningful actions, but they need to be able to be able to keep learning what's going on and planning what to do once they can act again.[/quote] This is key. If the player is taken out of the game as forcefully as he can be here, it can be a bit jarring and distracting. I think that a few small changes such as letting the player see the skill tree would help keep them in the game until they spawn again.
[quote]very cool glad to hear that torchy is getting an upgrade[/quote] yea, I'm also glad. I love him, and this should make him even more fun to play. It's funny that most of the torchy fans (me included) seem to call him that, it's kind of a funny nickname [e digicons]:grin:[/e] .
[quote]Actually, I use the Strategic Zoom for moving around the vast amount of the time, but I got used to that playing SupCom and miss it whenever it's not present in every other RTS on Earth, now. Space-to-spin is also pretty fine for me, which amuses me in a few ways since it'd seem to be unintuitive, but it's so big and easy to hold ...[/quote] Fair enough. I was just making an example. That kind of variance in perspective is part of the reason no self-respecting strategy game cou
Maybe I'm just not observent. It would make sense if it moved the player entity back to range of the healing crystal for the respawn, then applied all the critical heal effects after spawn. I'm not sure why that would be, but it kind of makes sense to me.
[quote]Another reason why the Rook is so over-powerfull/needs to be nerfed, is that he can access the structural transfer when he is half the level needed (example: when I was playing the rook and level 3, I can access the struc. transfer which requires level 6)[/quote] Fixing that would help considerably, but the stun still is a bit hard to dodge for we mere mortals for something that's essentially a death sentence. I'd say that if it were just a little bit slower to make exteme rang
[quote]Dude, you just officially became one of my favourite people on the Stardock fora.[/quote] You used fora instead of forums! [e digicons]:grin:[/e] And thanks. I must say that I absolutely loved your post too and thought it was absolutely dead on and very well written, indeed it was one of the few posts of that length I didn't just cut to the concluding sentences for a synopsis. [quote]I was feeling naked without a bullet-point.[/quote] I think my ears popped o
[quote]The mesh effect that is applied when a unit gets stunned or frozen, isn't resetting the unit to the correct original state afterwards.[/quote] Ah, that makes perfect sense. Surprised I didn't notice that he'd gotten knocked down by a stun before. Too busy barbequeing, I guess.
[quote]Sure he's badass, but an AOE strike that takes a minimum of a half a health bar...?[/quote] The AoE doesn't do that much damage, IIRC. It's only ridiculously damaging if it directly hits, and that's only likely if the enemy's stunned. It's his stun ability that makes him so insane, and I think the best way to balance that is to make it have a considerably slower animation and make the boulder slower. [quote]Fire rain has a shorter cooldown then ice meaning that right ar