I would agree that I don't want to auto-resolve an encounter in a situation where a unit of mine will take damage. I also don't want the auto-resolve to make use of my consumables. If it's not clear, I am referring to the auto-resolve that happens on the strategic map automatically - NOT the auto resolve that a player can choose as opposed to a manual battle when the fight is a more even match.
marlowe221
Sounds like I will be doing another LP series on this game a lot faster than I expected!
I have definitely seen two units occupying the same tile in a tactical battle in SK - in 0.7 I believe. It's possible that I even caught it on video in my LP of the beta. Let me check... Yep! Here it is. This link will take you to Part 4 of my LP on Youtube: https://www.youtube.com/watch?v=4l6S67LF_is&list=PLu_Uxi6l_RLNIogusjBVuJSD0Df_6qB
I thought I noticed that happening too, but had convinced myself that I was just not paying attention. Could it be that the Outpost actually IS attacking the enemy units but for some reason the animation is not happening all the time?
The biggest UI issue to me is that some things are just way too small! The unit medallions on the strategic map UI are TINY - it can be hard to make out on my monitor.
[quote who="AlLanMandragoran" reply="2" id="3499675"] I like this. I am particularly excited about an easy-to-use quest editor. [/quote] Me too! I usually shy away from modding for most games due to my non-tech background. But writing? That, I can do. I am looking forward to trying my hand at writing some quests for the community to enjoy. Also, I like the art style a whole lot. But, that's just my opinion of course. :) Edit: @Frogboy - what difficulty le
I am certainly in favor of doing something to spice up ranged combat a bit. I like the idea of traits/abilities that take their results from a semi-random table like that. I definitely like the idea of an archer ability to lower initiative - after all, a large part of the role of archers in combat, historically, speaking was to help break up enemy formations as they moved around the battlefield. We don't have formations per se in SK, but initiative is a nice substitute. On the oth
[quote who="mqpiffle" reply="23" id="3499532"] They'll probably nerf it, but it is pretty fun [e digicons]}:)[/e] [/quote] They probably SHOULD nerf that one... :D In all seriousness though, I find the opportunity cost of training an archer I can't use a lot of the time until I can deck him out with equipment to be just too high. After all, just think what could be done with that Logistics point - a different unit (Pikeman!), a mine, a wheat field,
[quote who="Thormodr" reply="4" id="3499012"] Quoting Gandhialf, reply 3 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! [e digicons]k1[/e] [/quote] +1 from me too. The older Hero
[quote who="Leo in WI" reply="18" id="3499484"] Absolutely. At this point though, archers are somewhat decent if, as you say, keep them out of the line of fire of trog archers. Get some levels under their belts against non ranged enemies, throw some armor on them... they do improve. Also, I'd have to look but are there any spells that help protect from ranged attacks as in FE:LH? [/quote] There is one but I forget the name off hand - essentially the caster sum
[quote who="Leo in WI" reply="16" id="3499471"] marlowe, There may be a couple other options, not saying these are all in game now, just options to either use or be added to the game: -Armor up your archers to prevent easy death (which itself may need balancing) -Leave archers behind when attacking a group with trog archers -Craft something that increases initiative for either archers or for another unit that would let it go before those trog a
In the interests of compiling things in one, main thread... 1) The Sorcerer King seems to send out a lot of 1 unit armies that can often be killed without having a full tactical battle. I assume that the Sorcerer King probably has to do some scouting so I can understand some of that, but he seems to do this A LOT - and to some of the same places over and over again. 2) Sorcerer King units do not attack outposts - is this how it's supposed to work? 3) Suggestion - u
Quick question - are saved games from the 0.7 version compatible with this new patch?
I took a quick peek at the Steam forums this morning out of morbid curiosity - kind of like internet rubber necking on the information super highway. Anyway, things seem to have leveled out a bit and I saw quite a few informational/positive posts in the first couple of pages. Maybe some of them are coming around? Edit: On a totally unrelated note - I absolutely agree that the ability for units to pass through tiles occupied by other friendly units is a great change to tactical
[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] Will there be an "x-factor" to intangibles? Some factor or other to provide some variation from game to game?
I agree with whomever said that the Steam forums are the new Gamefaqs. Thankfully, I tend to believe that most people are relatively content and don't bother or are too busy to post to message boards. Personally, I am convinced that Sorcerer King is on a good path to be a great 4X game. And I think there is plenty that is unique about it.
Will save games be compatible or will I have to start a new map?
Ah, crap. I just realized the patch doesn't hit until tomorrow! That's OK, I'm still excited about it. Great work guys/gals.
[quote quoting="post"] 1. Intangibles should be kept hidden so it is harder to game the system. 2. The results of choosing a certain option should be randomized within a certain range so that you can't be exactly certain how much of an influence it has on the SK's or other people's/minor factions' actions? I look forward to your replies! [/quote] I agree completely. I think things going on behind the scenes that the player doesn't kn
Great interview. I really enjoyed hearing Brad (Frogboy) on the -cast. Edit: OK, I know this might sound like a fanboy statement, but the more I learn about this game the more excited I get about it and about being a part of the beta.
Here's my review - http://steamcommunity.com/profiles/76561198031349373/recommended/241990 Now someone go mark it as helpful so it will show up!
I hate that I had to miss the stream but I will definitely be catching the re-run on Youtube.
@Frogboy - I would assume that this is part of the Dungeon Master AI that you have been telling us about? Either way, very very cool.
[quote who="Thormodr" reply="10" id="3498857"] I watched the videos and have enjoyed them. I don't comment on Youtube, though. I don't like some of their policies. [/quote] Thanks for watching; I am having a blast making them and embarrassing myself with my absent minded professor style of play! [quote who="Island Dog" reply="11" id="3498862"] Do you have a Twitter account you post those to? [/quote