well, sure. But that doesn't mean it wasn't in something. You saw the grid floor right? What game engine defaults to having something that looks like that? (well, you could say 'their's does' but that isn't the point)it looked like the modeling program to me.
landisaurus
[quote]Awsome game, my tower got some epic hieght on it, cant remember exactly, then it collapsed and i cried [/quote] that just happened to me. It I was up in the 10;000s for highest tower (you start at about 50,000 right now) when it buckled and collapsed. it was above 20 meters, but I don't remeber what. It was past the 2nd billboard
I would want seasons to last several turns as well, but not weather effects. Like lets say, in winter you have an increased chance of snow effect each day, but not constant snow. In spring you have a very high chance of rain. In summer you have very low chance of rain, no chance of snow, and in autumn you have whatever is 'default' for when seasons are turned off.
[quote]I hope you know that science fiction does not equal science. It's fiction[/quote] I hope you know that magic is fiction (i.e. not science). I swear you switch stances. On one side you say [quote]My point was that forcing magic to abide by the laws of physics won't work, and forcing it to abide by arbitrarily selected laws of physics, but not others, is both silly and counterproductive to making a good game.[/quote] which sounds to me like magic can
awesome. What was rendering that? (I know 3D max doesn't let you move the camura in rendering... at least not the copy I use O.o) It didn't look like in-game per say, but then you said it had physics on it? So is custom content going to have the physics automatically applied to it? I mean that movement on the horse straps could have been scripted for all I know, and if its not, how hard is it going to be for custom user content to take advantage of those
So somebody who loves me was like "hey, I'm gonna buy you a $20 casual type game for christmas. what should it be?" and I responded "I heard world of goo is pretty good, and its on impulse right here" (sadly the servers were down, I discovered this after the purchase though, so I had to wait a day to play it) And man, was it an enjoyable experiance. I don't think I've been so pleased with a game purchase in at least 6 months. Its one of those ending
I want music. If there is music worth having, I want it! Maybe include a soundtrack? (call me greedy, but I like things that I will use, and I would listen a bonus songmost likely if it were given.)
[quote]And please think about people who got an AZERTY keyboard[/quote] yeah, and what about people like me with dvorak keyboards. I mean, it is an MLA US standard! I do I think the camura rotate options are very minimilistic and could be improved.
I think having more factions would make more sense anyway. I mean as binary as our elections are (USA), there isn't only 2 parties. So while most of the demigod fights might only have 2 sides, there should be some that have 3rd or forth factions for sure. You know, the OTHER demigods that want to be the winning vote in the pantheon. Or even a faction of demigods that want to promote the deadlock between light and dark by not letting either get into wh
[quote]You're right, technology can't prove teleportation impossible. But unless literally everything we know is completely and utterly wrong then theoretical physics tells us that it isn't possible in the strictest sense of teleportation.[/quote] I wasn't aware that magic could improve teleportation according to our theoretical physics.... they just arn't compatible. I say that if magic could improve teleportation, and technology can improve magic, then technology
[quote]Personally, I never have nor will I ever player a turn-based game with time limited turns, even in multiplayer. For one, not all turns are equal - sometimes you need a lot of time nad sometimes you hardly need anything. It is definitely possible to get around time restrictions in multiplayer games. Time limits should definitely be an option, but not a requirement.[/quote] I agree and disagree. As a chess player who knows too many people that would happily take an ho
[quote]Instead of A > B > C > A we would instead have a continuous system of balances that looks like Counter > Counter > Counter > Counter > Counter > Counter > Counter > Counter > and so on. [/quote] I agree, that would be awesome, but I'm not sure if that addresses what I was trying to percieve from what you said. I thought we were still talking about the ability to dismount our soldiers thus turning them into footmen so that you no longer h
[quote]Rather than have heroes been incredibly scarce, you can go the route of a limit of heroes based on various factors (kingdom size, channeler choices, army size, etc). Then, if a hero dies you can fill that slot with a replacement. The replacement might not be as good or may have a completely different skill set, so it's not a "generic" replacement. You might find your kingdom generates a lot of really great scholars, but not as many military heroes (maybe by channeler choices or kingdom
[quote]When you have old, outdated equipment, can you choose to put it back in your equipment pool, or can you only sell it? [/quote] frogboy said there was no 'super-cutlass' or anything like that, so your regular cutlass should never get outdated - is how I read it. Just over time as you pour research into it, the cutlass would eventually get better (so those with a cutlass get +2 rather than +1 I assume) Also, Frogboy? What are you
man, this is getting to sound much more complex than I originally imagined. My comment is just that the problem is that if you focus your essence or whatever at becoming a good duelist, either A:and can back out of the fights and other players will always back out of the duel because you have an advantage, or B: you can't back out of the duels, then it will be extremely cheap to do anything other than focus on dueling, since other players will force you into them
[quote]Windows partition is limited to 1/4 of my total[/quote] I feel your pain *gives comforting pat*
Perhaps I misunderstood then. many strategy games (example: starcraft) are based around the 'hard counter' strategy which makes you take units to counter others. If you are not suggesting letting you change your cavalry units to footsoldiers for some battles, or your heavy shield wall to lighter footsoldiers, when what are you suggesting?
[quote]Tower shields are great but they come with drawbacks and it would be cool if I could choose to send my troops into battle without them, especially if the enemy has no missile troops. Horses would be the same way.[/quote] That seems like a good idea, and might even be kinda realistic, but it would break on of the strategy elements of the game. I mean, lets look at it. Lets say you could switch up like that. [quote] Yellow: I am going to cr
[quote]so one "paladin" might represent one dude in armor or a squad of ten; regardless, you are losing citizens every time your expand your military[/quote] yeah? so? thats how it happened in MoM... generally speaking by the time I started building units my population growth was so high that nothing short of settlers (which cost massive population) would stop growth. I would imagine there would be several queues to which you could deticate certai
[quote who="Tamren" reply="1" id="1990774"]I could be confusing terms but I seem to remember that dragoon can also mean a soldier who rides a horse to battle but dismounts before fighting. [/quote] well, the point is that dragoons would still fight, without a horse, but could ride one if need be.... i.e. would become foot soldiers when all the mounts diead [quote] I would however be perfectly happy if hero mounts were seperate entities.[/quote] That would be go
[quote who="pigeonpigeon" reply="25" id="1990432"]Ok, point taken. Here's to hoping Apple updates bootcamp to work with 64 bit version of windows before Elemental comes out... [/quote] Well, maybe you are in luck. Frogboy said that they will have early AI on a server at SD. They said they will be creating both a 32-bit version and a 64-bit version. maybe you can log online to take advantage of the 64-bit AI on the stardock servers rather
[quote]What I would really like to see is that magic items are not only limited to heroes but that I can also give a magical items to a elite units.[/quote] I am sure it will be that way. We have pretty much confirmed how units are going to be created, and I can see no excuse to not include magical items that the channeler can create (or other people?) to be included. Since you know that if kept on schedule, the channeler will be able to cast 'create artifact' to create a
I would find a way to encourage people to not design units during their turn. Like in a multiplayer game, when they have hit end turn and are waiting for other players, have it appear as some sort of 'quick link' option to the things that can be done off turn. Other things I imagine that would be off turn includes diplomacy, building queues, and such, but designing units might take time. also, a 'quick save' option for designing units so that you can pause your work
[quote]No need to throw in complexity for complexities sake, but if weather matches the flavor of a particular race/kingdom, like the icemen of the north or some such, then it'd be cool as something different about that race/kingdom.[/quote] Well, the idea that icemen would come from the north, and to gain an advantage in battle, the iceman channeler would bring forth snow and wind that would slow enemy movement , but not hender the icemen (maybe even boost the ice elemental) is
*gasp* I was wrong! bad me. I'm sorry (+1 to Pigeonx2 for catching my mistake) - wikipedia does say that dragons are trained for horseback but still generally fight on foot. "A dragoon is a soldier intended primarily to fight on foot but trained also in horse riding and cavalry combat, especially durin