Let's face it guys - we need proper city sieges : with archers on city walls and siege units. There is siege mechanic in every single HoMM and AOW game. Even the latest ones, with 3D engine, have this (in HoMM it looks a bit lame though). I know making siege mechanic costs and those games have bigger budget, and but it's worth it. Archers leaving city walls to defend the city, really? If sieges won't make it to vanilla SK, than make a DLC for SK (or for FE:
Gandhialf
[quote who="Frogboy" reply="11" id="3499340"] We don't plan to hide the intangibles. One of the reasons for this is that it's important for players to know the variables that the game is playing with. Otherwise, they'll think everything is random. [/quote] Fair enough. But did you consider making it a little vague by representing them using words instead of numbers? It could something be like this: none, very low, low, average, high, very high, ex
[quote who="XWerewolfX" reply="78" id="3499483"] I'm not sure why you'd expect friendliness when you've filled your review with semi-personal attacks and general objectively untrue statements. [/quote] Do you mean objectively untrue statements about the game itself (not about friendliness of developers, etc.)? If yes, could you elaborate on this? I don't own the game and I'm genuinely interested.
[quote who="Leo in WI" reply="71" id="3499459"] Quoting Dr Franknfurter, reply 70 Pass, for example doesn't skip that unit it simply sets the current movement points to 0. This seems like the same thing, but it means that instead of pass being functionally similar to a 'wait' command, <b
Guys, I think it's a good idea to focus on issues discussed in the review. Please don't reduce this to personal stuff. It's not worth your nerves, really. And wasting time for this will hurt the game itself - less talk about game mechanics, more talk about who called whom grognard (I mean, really?). So to the point: [quote who="Dr Franknfurter"]The game has the same strange bugs and mechanics that have lingered in every Stardock game for the past few years, so
The problem is: are we treating intangibles (1) like quantifiable RPG attributes (like str, dex, int) or (2) like some vague factors operating in the background. If player can check their numerical value the answer is (1).
[quote who="HenriHakl" reply="8" id="3498998"] I feel it is important to have these intangibles not be implemented in a purely elementary school teacher manner. (In other words, being cruel only has bad effects, being famous only has good effects, etc.) Intangibles should be about trade-offs, not a moralistic lesson in min-maxing. [/quote] But this is good vs. evil game, isn't it? One suggestion: if the player is extremely cruel, angry and generall
Agreed. Player doesn't need to know what's going on under the hood. It takes away the magic in favour of math. If you want to tell the player something at least make it vague, like: loved - neutral - hated, cruel - neutral - kindly, famous - not well known - forgotten.
This and more ambient sounds. I loved how nice the world of Heroes of Might and Magic II and III sounded. It was a magical place!
I'd love to hear more about Dungeon Master mechanics.
[quote who="XWerewolfX" reply="3" id="3498615"] As I stated in my PREVIOUS POST [e digicons];)[/e] it's written by Devildogf! [/quote] Haha! I thought you've meant "I made a review just like (other dude) DevildogFF". English is not my first language [e digicons]|-)[/e] Your review is thumbed-up by 8 users and thumbed-down by 4 users. It's not downvoted to oblivion [e digicons];P[/e]
[quote who="XWerewolfX" reply="1" id="3498601"] Done as DevildogFF, though it's being down voted to oblivion. I don't understand people sometimes. [/quote] I cannot find your review. What is your Steam username?
[quote who="Frogboy" reply="5" id="3498454"] I don't have budget approval on this so this is merely an internal proposal I'm sharing with you guys. The FE code-base is on a different path from SK so other than engine backports don't expect to see different graphics or UI backports. They wouldn't work. [/quote] What do you mean by "engine backports"? Will we get more efficient engine (less CPU and memory usage)? In terms of UI I'd j
Nice! Will 2.0 or this mini-pack backport graphics or/and UI elements from Sorcerer King ? This will be a very easy way to make me pay for it (and [e digicons] [e digicons]:grin:[/e] Fallen Enchantress: Ultimate Edition sounds nice and informative, but (I'm sorry, but I cannot restrain myself) Fallen Enchantress: Legendary Elementals sounds even better [e digicons]:P
If no "fall" than maybe "rise"? Elemental: Rise of the Wizard. Or War of Magic 2: Rise of Elementals (just kidding!). BTW, remake of Fall from Heaven sounds intriguing!
[quote who="Frogboy" reply="3" id="3498065"] Yea, there's going to be a lot of back porting early next year. [/quote] That's so great ! Graphics (SK looks gorgeous) and UI (magical all-purpose end-turn-button) are on my wishlist.
[quote who="Primal_Savage" reply="1" id="3498053"] https://forums.stardock.com/457886/page/1/#8 [/quote] Thank you. So no graphical and UI update I guess? I'm still pleased though, FE:LH is really worth updating.
How do I know that the Dungeon Master is not a troll? And you know what they say: don't feed the troll [e digicons]:grin:[/e] But seriously: I love the idea of an AI director behind the scenes. I secretly hope that DM will troll me from time to time! EDIT: I have an idea for a DM mechanic. DM could calculate player's luck (something like: how many times player rolled 0, instead of 20, if you know what I mean). If player is lucky/u
Hi! I'm very excited about Sorcerer King and plan to buy it at some point (after release, I don't play betas). But one thing concerns me: how will future patching of FE:LH look like? I know you guys are not planing to abandon the game in near future, but how long are you planing to develop patches for it? Will it get 2.0 update at some point? Could we count on future graphical / AI / UI / other updates? Will you release additional DLCs? I'd love to see a road map
SC main page on Steam says that there are only 3 (three!) reviews. How this is possible? What are you guys waiting for? [e digicons]:grin:[/e]
Put magic in diplomacy.
Thanks TheRealWarpstorm.
Thanks. What about Python (I'm currently learning Python, that's why I'm interested)?
Interesting stuff guys. So nothing is going to replace C++ in gaming in foreseeable future?
[quote who="TheRealWarpstorm" reply="12" id="3477006"]For everything, except for graphics shaders, IIRC. C++ is a great choice for AI and game logic, why would you want those parts to run slowly?[/quote] As far as I know people use different languages than C/C++ for non-engine stuff because it's faster to write and debug. In C to iterate though an array/list you have to: [code="c++"] for(i = 0, s = sizeof(an_array); i { &n