[quote who="Tiefling" reply="3" id="2218890"]Quoting DrGuppie, reply 25 Resources should be flowing to where they're being used, not to where they aren't, in option 3. I would consider it a bug or a flaw in empire management if resources are somehow going someplace that you didn't want them. OK, maybe I should have expanded a little... How does the game know what I want? Just as an example, I may want to train pikemen in town A and soldi
Tridus
Option 3 seems like a winner to me. We can still combine things to make our uber swords in nifty ways, but when the gruntwork is being handled automatically, it doesn't really create micro problems. :D[e digicons]:frogboy:[/e]
[quote who="Sammual" reply="13" id="2217354"] You are giving us too much credit. The game is not even in Alpha yet. At this point everything is on the drawing board. If this change was announced in Beta people would be bitching up a storm. Also the multiplayer bots were a very cool idea but I don't think that was a top issue for anyone other then Frogboy. Sammual [/quote] I don't think so. The community at this stage is people with a real i
[quote who="BoogieBac" reply="12" id="2217206"]For those wondering about resources, here's what were shooting for.... NATURAL Early Game: 3-7 Mid Game: 8-12 Late Game: 13-20 MANUFACTURED Early Game: 6-12 (2 Levels of Basic Helmet, Armor, Weapon, Shield, Greives, and Boots to equip on your units) Mid Game: 12-30 (4 level of above + some Accessories) Late Game: 31-50 (6 levels of above + more Accessories) AND these manufactuing
[quote who="arstal" reply="17" id="2217228"] BTW: having a system that encourages the creation and usefulness of cannon fodder would be a good thing. Generally, every TBS game I've played such as AoW- what ends up happening is players go towards spamming one unit primarily, usually high-level cavalry, to win. I'd really like to see a game where quantity counted as well as quality. 10 foot soldiers might not be able to beat a dragon, bu
[quote who="Mythor" reply="24" id="2216478"]My suggestion, and I'm not sure if it's even remotely feasible - would it be possible to have the build/recruit screen be aware of everything you can possibly build in your empire, from brass tacks to Ultimate Swords of Power and thus any build/recruit screen would simply present you a list of *everything* you can build? If you try and build something that that particular outpost doesn't have the materials for the nearest outpost that has the missin
Most PC developers look at the sales of games with steep requirements like Crysis, then look at the sales of games with modest requirements like World of Warcraft, and quickly figure out that eliminating 90% of all PCs sold from playing your game for eye candy is a monumentally stupid decision. Considering that Sins is a year old now, and considering that there wouldn't be a lot of money in major graphics overhauls at this point, I wouldn't expect it. I would expect a S
Well, I guess the difference is that people don't want to play multiplayer to play the AI when they're *trying* to play humans. If I want to team up with a friend and play against a few AIs, that's one thing. But if I'm trying to make a 1v1 game against a human and an AI comes in, thats not really what I wanted. It's effectively the same as a single player game at that point.
Couple of questions/comments: 1. Are you concerned that hosting every game could turn really expensive in the future? I mean that is a never ending expense, unless you expect the multiplayer pool to be so small that it won't be noticable. For those of us who have computers that are capable of hosting a game (being the server in a client/server setup), making your servers do the work seems unnecessary. 2. I agree with Annatar about the bots. They seem to make more sense in a ga
I wouldn't worry too much about the essence costs right now, guys. It's pretty early, all of this can change in testing.
[quote who="ZehDon" reply="21" id="2210021"]Quoting Chaosnaska, reply 1Since Frogboy plays Forces of Light, I highly doubt anything will be fixed. I stopped reading anything you wrote after this line. [/quote] QFT (well, mostly, I did keep reading to see it turn into a cat thread). This is pretty much a carbon copy of a thread you'd see on the WoW forums (which are widely regarded as a black hole of intelligent life), except with "Ghostcrawler" replaced
Okay, thanks. :)
I did, but my friend said it was a charge and not a check. They don't look the same on a statement. Said friend could have been wrong, of course. :)
So out of curiousity, if you're replacing all the third party code anyway, why do you have the dev from Raknet there? Seems like that's a bit redundant. :)
A friend of mine reported getting charged yesterday too. So presumably that means things are getting into gear.
[quote who="XaosII" reply="24" id="2201767"]What i dont really understand about Demigod was what were you guys trying to do in the first place compared to "traditional" RTS games that warranted a different system? I'm not a network guy by any means, but it seems like the regular model of joining a lobby, having a player as a host (and server), then launching the game worked just fine. What made you guys decide something different? What was it that made the traditional approach not
You may want to post in the technical support area so they notice it more qiuckly. As Annatar mentioned, downloads from Impulse are usually MUCH faster then this (I get over 400).
ETA on 1.0.1: Soon . :D Serious answer: Frogboy didn't answer the first two times because he has no idea. Some of their previous estimates proved to be way off (not due to lack of effort, mind you), and rather then come up with what would be a wild guess, he didn't say anything. Nothing wrong with that.
Online custom games work for me now. Yay! (I saw the favor points thing, I had a few million favor points?)
Well, yes ex was rude. But at this point, it's not hard to understand why. It's not like we're having day 1 pirate related problems now. Three weeks later, and I still can't play online with anybody. Every test I can run shows that it *should* be working, and yet it doesn't. Now I really like Stardock, but this is testing my patience. Launch bugs aren't that uncommon, not being able to play without Hamachi after 3 weeks isn't a launch bug anymore. It's some kind of fundamental problem
Yes, I've got the beta update.
This update doesn't seem to have helped me. From looking at a Wireshark trace of the traffic, it still seems to be trying to use the NAT facilitator. I thought if I had ports forwarded (and I've confirmed they are forwarded and do work) I'd get direct connections? I still can't connect to people, including trying a 1v1 game with a friend of mine who can connect to people. Logs and such are all available on request, just tell me which files you want and where to send them.
[quote who="Wahngrok" reply="13" id="2185862"] It's just like radio except that you can skip bits. So what's wrong with that? But for those who want to skip the Demigod bit: Elemental gets discussed starting at 28:40 minutes and runs until 46:39 (total time of the podcast is 55:34 minutes). [/quote] Pleanty. I still haven't managed to get through it, several days later. I haven't had an hour of sitting around to listen to the thing. I could likely read it in
The forces of darkness have left phaaaaaaaaaaaaaaase space. [e digicons]B)[/e]
[quote who="VyperXXX" reply="8" id="2184777"]well, you make it sound as if this is an exploit. this is the way demigod is played. No matter what game type your playing locking flags can be advantageous simply to put the other team behind in war score. [/quote] He didn't say it was an exploit, he said it ruins the game for him. I tend to agree. It's effective, but it's not even remotely fun.