landisaurus

landisaurus

Joined Member # 3222724
12 Posts 661 Replies 31,716 Reputation

Beta doesn't have a map editor yet I fear. The demo at Pax did though... but it certainly didn't seem very finished. I didn't really spend much time with it for that reason. You could generate a new map, which I assume will your normal options like "size" "mountain density" "forest densitiy" "goodie hut density", and likely some templates to generate different kinds of maps (islands vs. continent vs. I don't remember what else was there, ju

4 Replies 5,351 Views

you could also run the game in windowed mode, have the game up, but not in front and take a screenshot the way you would normally. Then load into paint or some other photo editing program and cut out the game screenshot. Just trying to give all the options.

5 Replies 4,468 Views

[quote]Happy sleeping landisaurus. You need it, cause I see no heat in here. This is one of the most civil forums I know of.[/quote] Oh, its true! (spoken in the voice of K-009 from Earthean) which is why you'll likely find me "trolling" no other. I'm so sensitive to it, that the heat I'm talking about is entirely friction. Its from the rapid responces. The constant movement of ideas and text is causing it to warm up. No sparks have flown yet, but I al

238 Replies 566,618 Views

Pathfinding isn't a problem. I mean its not that hard to create an algorithm that traces through portals. (Big O of N+XN where X is the number of portals in walking range, thus expected to be a rather low number) Its other issues that relate to it in terms of AI trying to judge distance. When it is no longer "can this unit reach this location in 10 steps?" is when its a problem. (that woul

40 Replies 20,793 Views

[quote]Well said....very true. Not to mention the MP games, like I've said. Players won't even use their Sovereigns in battles, because it would be a big mistake...as it is now.[/quote] because... magic isn't genetic in this world? As wintersong suggests, Frogboy has made it very clear on a number of occations that channels are unable to pass their abilities to children (and he wasn't at PAX where it was brought up at least 2 time each day in presentations).

238 Replies 566,618 Views

[quote]Unless you got unlucky and your sovereign got killed at level 2 few turns after the start of the game ...[/quote] "luck" shouldn't have anything to do with it at the start of the game. Just because Sovereign Death = Game Over doesn't mean it can or will ever happen early game. A player should not have a bad experiance because they are "unlucky" Thats the point I've been pushing. <span style="

238 Replies 566,618 Views

[quote]Putting points into Evade is a big NO NO. The reason is simple. You only need Evade if something has gone horribly wrong. Its a skill that could save your Sovereign, but if you are losing battles you are probably losing the game aswell. It would ALWAYS be better to spend points on a skill that will help you win battles, than a skill that will lighten the loss of a battle.[/quote] tut tut... thats the strategy behind it. D

238 Replies 566,618 Views

added note: I also noted I suddenly started getting "div"s rather than "p"s one one of my posts. It might be because I coppied something from one of frogboy's posts, but it threw me fore a loop. Since I've never seen it until now, I can only assume its related still.

3 Replies 22,627 Views

come now, don't you see: Beta 4B: Customized tactical battle options BETA 5 Introduction to integrated modding Beta 5A: Persistent universe mods Beta 5B: Third-party Maya/3D Studio importing beta Beta 5C: Modding group testing On that note, the map editor and tile editor were present at PAX, so obviously those will both be in rather quickly. (save games just started working, let

5 Replies 5,100 Views

[quote]I should read the other threads first. Frogboy proposed something similar in the sequel thread.[/quote] you should also read it because I think its existance means that this thread is to be let die. Everything they could want from us is in the other thread, with less room for variation from what SD wants.

51 Replies 169,624 Views

[quote]And somehow, I don't think it is a nice concept to kill a sovereign with a powerful end game spell: want to kill a sovereign? You just need to raise a volcano under its feet... Having an immortal unit that can die reminds me Highlander: immortal beings that are fighting themselves and can only die if their head is cut from their body. Maybe we need something like that for sovereigns: they can only be killed in specific conditions. If conditions are not met and the sovereign hit

238 Replies 566,618 Views

I like how people are still talking about sovereign death = not final. Or having his power transfered somehow. I mean, I guess I don't know all thats entitled to "non-negotiable" in relation to the sovereign dying, but I'm under the impression that the death is supposed to be a major and irreversable occurance. If his channeler powers, or even his kingdom's command and sovereign status, could be transfered in any way, Frogboy wouldn't have said so cle

238 Replies 566,618 Views

something recently happed that is now preventing me from seeing non classic digicons and preventing me from uploading a new avatar for myself. I've tested this on two computers in 3 (technically 5) browsers. One computer is windows 7 with flash 10.0.32 installed, tested in IE 8, google chrome, and firefox 3. My other computer (my lappy) is windows XP with Flash 9.0.159 installed, tested with IE 7 and firefox 2 (haven't updated her in over a year, and proud. Firefox

3 Replies 22,627 Views

many people have already said it, but I feel the same. Ending the game shouldn't be left to a random chance of any kind. At least not in early-mid game. "luck" isn't a very fun game, and nobody wants to be "unlucky" and have their leader killed early on because they didn't camp him in one spot the moment it was realistic. That being said, it could be that sovereigns *always* evade when they are in a city or in an army over a certain size. This would be th

238 Replies 566,618 Views

this has certainly been discussed by the devs. It is likely going to be a while before a lot of custom things make it in, but in theory players should be able to choose which techs are or are not allowed in, rearrange tech trees as they see fit, and reprogram or adjust the effects of techs. Some goes for spells. The single player story mode might not be able to be adjusted, but for skirmish and multiplayer games you can play it any way you want. If you don't

1 Replies 3,618 Views

it zooms to where your cursor is pointing, not the center of the screen. It works that way in many games these days. You can turn it on and off in Sins of a Solar Empire. Its a feature, not a bug...

3 Replies 17,670 Views

[quote]They're only disabled so people don't complain about them during the beta. Anyone attempting to play them anyway will be beaten, then fried.[/quote] oh, is now a bad time to post that the map icons for the fallen buildings are still the old medallion from beta 1 rather than updating to the map icons like what the "men" are using? In fact, everything about them, including tech tree, seems to be the old versions. I mu

6 Replies 2,198 Views

but age of wonders 2 does have teleportors.... you can build them in any city with a wizard tower... I've also seen no trouble from teleporters in Heroes of Might and Magic, another inspiration to this game. I've actually seen very few High-fantasy books that contain armies (i.e. would have spells that powerful, and have armies. Lord of the Rings had very subtle magic. Forgotten realms books don't generally contain vast armies, though if they did it

40 Replies 20,793 Views