Option 4, completely customizable units. In that theme, I'd suggest item slots for each unit. Items can be swapped in a city or after a battle to pickup or equip loot. Everybody understands a character doll with item slots and a backpack with slots. These are fun things to be able to customize on a unit. I want my veteran units to be unique using funky stuff they picked up along the way.
Nathan E
Armies should probably need some re-training in a city to become effective with equipment that is too different from their previous load-out. Or they could just suffer through a few battles and automatically become proficient. Balance issues should be helped, not hurt, by making items lootable/tradeable. If one side is prevented, by lack of a resource, from building really nice bows +5. How are you going to keep the sides balanced? Looting kills provides a second method to obtain an i
[quote quoting="post"] IS anybody else tired of defeating huge armies and seeing thier weaponds and armour laying across the field in the immages.. and then your army just ignoring them and then complaining about needing new gear? If what frogboy promises is true that equiping an army is a truely monumental feat, then a defeated armies equipment might be worth as much or more then whatever it was they were protecting or trying to take away. [/quote] Just
Frogboy what does "for public use" in relation to these art assets mean exactly? Just curious.
Thanks for the video. However, I now feel a little motion sick. Between the camera swinging around and the game map being messed with. Erghh....
Similiar article from today on Kotaku: http://www.kotaku.com.au/2009/08/elemental-war-of-magic-impressions/ And on another site I've never heard of: http://www.gamernook.com/news/view/post/58998/
[quote who="CapnWinky" reply="3" id="2348936"]Here is the actual article. I cant take credit for finding it. Dash5 did... http://pc.ign.com/articles/101/1017713p1.html [/quote] The screenshots on this IGN article are much nicer than Gamespy's. http://media.pc.ign.com/media/142/14295360/imgs_1.html This shot of the evil castle is cool with the unexplored landscape being fogged out. Thin
Nice analysis. Those aren't the full size pictures BTW. Full size are 1280px × 960px. http://www.gamespot.com/pc/strategy/elementalwarofmagic/images/0/2/?full_size=1 Click the "View full size" link to get them. The Gamespot article is that goes with the pictures is quite short. <a href="http://www.gamespot.com/news/blogs/preview-blog/909185203/2701
Maybe it just me, but placing Rook towers also is somewhat buggy. If I'm trying to place a tower at his feet, half the time I'll end up selecting him. If I'm trying to place a tower near a map edge, its real frustrating. Even if I'm not doing either of the first two, sometimes it also fails to place.
I've been playing L4D and Elven Legacy while also sometimes playing DG. Pantheon matches are sometimes real fun, sometimes boring, sometimes tremendously aggravating. Fun is when I get in a good 2 vs 2 Pantheon match. My teammate communicates and we work as a team. Boring is when I somehow end up playing only against the couldn't-win-if-it-knew-how-to-try AI. Aggravating is when I randomly get a newb on my side in a 2 vs 2 match. They screw up big or small in-
The existing structure upgrade should slightly up range. That upgrade isn't worth the money in most games I've played.
Searched all over the forum, no patch notes found.
I'd suggest the demo not have any MP. Just create a single player demo with an improved AI. Reasoning for this: 1) New players should practice first and SP is good for this. 2) Newb demo players would be cannon fodder in most games and may get a bad taste due to always losing. 3) I've only played two DG so far. Even limiting a MP demo to 1 DG and 1 map, provides much of the full game. All of the maps are very similiar. 4)
This idea doesn't appear to have been brought up before. Items in both of the shops should not be fixed. One possibility would be to add or subtract a random amount per item at the start of each game. I'd suggest from up to 25% of the current cost of an item. This would sometimes cause players to vary their DG build. A second possibility would be to create a true market where prices increase or decrease based on how much they are purchased across all of the online games. This
FYI viewing the history apparently this beta patch is Demigod BETA 1.00[b].061
Yep, 2 laughable high end abilities. Level 1 snipe and level 1 mine are such joys to buy too. I find it especially beneficial to play a glass cannon, which starts with a nice short range. Almost am thinking about switching to a General, but don't want to deal with the extra micromanagement.
[quote who="khemintiri" reply="13" id="2165829"]the thing is the early game makes or breaks the lategame ... so therefore in this case i think who have played overall better then the other player is gonna win , dont forget you can blink when he throws mines[/quote] Here is the important point. In the early game Regulus pops so easy that UB can always make him retreat. If you let Regulus get past level 15 then things can change.
I think there is a difference if your comparing at level 1-5 versus level 15-20. Some DG seem overpowered compared to others level 1-5. Getting close to level 20 things change. I must point out that being weak early in early levels is a very bad thing in competitive games. Since killing an enemy DG provides so much money.
Hurray! Hurry up on that VOIP Stardock! Uh, please default it to push to talk and let us choose the key. Lots of crummy mics out there. Then there are the people who purposely mic spam. We'll need a mute function too.
I've yet to see human controlled UB not be seriously dangerous early game. Rooks are very easy to play badly early game. Reg is so easly squished its not funny early game. Generals are also obviously weak early game.
I'd kill for built in VOIP. Built-in VOIP is such a nice thing in pickup L4D and TF2 games. Seperate rankings for arranged team games and individuals in random pickup games. Its the way to go. I was just in a 5 vs 5 Pantheon. Me vs 2 good players. How was I ever going to win that with 4 AI doing random things on my side? Teams should always start balanced with no AI. Pantheon should allow choice of map size and game type.
That was this morning that the servers were down. What is annoying the heck out of me right now is playing Pantheon games against mostly AIs. I was just in a 5 vs 5 map where three of us had pings (were human). So it was me vs 2 good players and I was never going to win. The AI were doing really non-helpful, stupid stuff and just providing money to the other side. Why is Pantheon so random on its matchup, game type and map choices? I'm forced to play something random where the
This should have been caught in beta!
Found the answer on the Stardock Support forum. Its something Cox Cable is doing to it's subscribers. https://forums.stardock.com/326700 Cox DNS giving false info, you can try forcing the right IP in your hosts file. Go to %systemroot%\system32\drivers\etc and add the following line to the hosts file: 38.98.152.138 irc.stardock.com <
X-Fi and Vista 64 bit too. Very scratchy sound. Other threads on this problem suggest setting your sound card from 5.1 or 7.1 or whatever down to stereo as a fix.