[quote who="ToxDrawace" reply="5" id="1913135"]who says creeps can't go back to the health crystal?[/quote] No one says they can't. In fact, I hope they can. But if I have to lose 5 of 6 guard creep to kill a demigod, and he comes back in 30 secs, while I have to wait for 5 min (5waves) to get my guard creep back that is WAY uneven.
Trigeminal
I made a similar choice as well. I have owned every C&C game ever. RA3 is the first in the series I will not own (except the FPS renegade). Fortunately, my RA3-->Demigod. I think the next big game UI decide not to get because of DRM will likely mean I buy SINS.
[quote who="HorseRadish" reply="1" id="1913032"] 2. Generals should be able to create an unique unit out of a barracks that it can control via a Supcom or RTS style. (1 unique creep per portal wave of creeps) can build more at a huge cost of gold. [/quote] I love this idea. It gives the general an automatic balance and if careful with his units, it gives him a way to dominate opponents after a certain number of waves. The problem
I second strikersgun's comment. [e digicons]:rofl:[/e]
November 27th, mark it down!!!
Capt Sealy--> As per a discussion on another thread, it seems like most people want direct contol over the guard creep but no/minimal contol over the portal creep . For the sake of discussion, please specify which creep you refer to. Hopefully others can do so as well, to increase clarity and communication.
I'd like to add to the list from above: 8) Repair buildings at the cost of gold or as an ability. This allows towers to stand longer and the ability to quickily heal the stronghold between waves. Could be set up so that buildings can only be repaired when not under attack.
In my opinion, Generals should: 1) Be able to choose from at least 2 types of units for guard creep. Maybe a heavy group and a light group, a ranged mag or an archer. The combos could be different based on the general if you like or vary depending on your baracks upgrade status (see below). This group can be all one type or mixed as you choose to suit your strategy. For example you could have all healer or 6 archers and 2 healers.&n
Good to her you enjoy this game. It is truly beautiful on the high settings. Here's looking forward to beta 2. Hope to play you online sometime soon.
I gather from the above that you had the archer tower. When someone has thorns and the rook has the archer tower, his HP drops in seconds. You loose ~100 hp for each arrow the tower shoots and they shoot a lot of weak arrows. This is a known bug and very annoying.
TheBigOne--> I understand it is about controlling user created, not spawned creep. The problem is some people think that spawned creep should be controllable and if not then this is not a true RTS. I am that this is not essential, and possibly detrimental.
Keep in mind this power should be llike a nuke. I used it could take out multiple demigods or take out haldf of the stronghold. It is a thought. Maybe it doesn't work, but I thik it adds a real value to them. Considering the effect, the timer should be long. Again, we have to wait and see how they design the generals.
I think there is a huge problem if they have control over the spawned creep. If I general 1 and team light want a group to go somewhere, what if general 2 has a different idea. We will bothe be fighting over the spawned creep and it targets. I love RTS games, I like the super complex. I play RTS games that are more complex than you can even imagine, but we have to think about what will work for the dynamic of this game. Trust me, when they release the generals, I
What are you talking about? Win what? Let me guess, least informative pic. I though it was f'in hilarious to post this. I have spent 10 minutes total laughing over this.
Not in a month or two. Likely in November. Two months is way too long.
Not that this will be too useful, but here is a screen capture:
Bump, due to no bug tag. Has anyone else noticed this bug? It occurs50-70% of the time for me.
Squidlord: I don't think general SHOULD have control of the spawn mob, but to be balanced with assassins, they shoukld have a strong self created mob with upgrades that can do serious damage. This mobe should be comparable in strength at later levels to 3-4 catapultasauruses and 3-4 giants. Obviosly, they shouldn't be these creatures, but comparable in strength. They need to do damage and be able to take out an assassin demigod or they will be worthless. &nbs
Achievement files? I knew they were included, are they in the beta folder somewhere?
[quote who="fR1Xi0n" reply="7" id="1907222"] http://pcmedia.ign.com/pc/image/article/906/906087/demigod-20080827090126358.jpg http://pcmedia.ign.com/pc/image/article/906/906087/demigod-20080827090739750.jpg[/quote] Thanks for the links, I try to look at the images but don't remember those. While looking through the IGN pics, I found another map pic. <img src="http://pcmedia.ign.com/pc/image/article/906/906087/demigod-20080827
I would really like to hear more details on the generals too!!!
I want a bigger pic of that new map!!! And while I am giving demands, I want the new beta now!!! [e digicons]:grin:[/e]
On the main page. Next to the link for this. Yes, they posted to interviews today. Go now!
Yes we need matchmaking. Everytime I go online 100 people are in the chat room, but no one responds.
Also of note, Two "advisors" with professional voice acting. I assume this is for the single player story. Also, I assume each mission will on on a map for a secific demigod, seems to conincedental to have 8 maps and 8 demigods.