[quote]Well, it's already been stated that a generals "level" will affect how many troops [/quote] Has some of you played King's Bounty: the Legend ? There is a leadership ability in it. I am wondering if Brad has something like that in mind.
Peace Phoenix
I am wondering. If karma's aim is to give a value to enjoyement of playing Demigod with a given person, why not to give negative Karma to disconnecting people (but less than to quitters)?
[quote]Similarly, if I want to make a magic sword that requires Aegeon crystal to be turned into a magic potion then as soon as I build 1 Alchemist lab in any town, then any town can build magic swords at a base level. If I build 2 alchemist labs, I won’t get any further bonus unless I control more than 1 Aegeon crystal.[/quote] Will there be penalty for having in your example 10 towns building magic sword at the same time? [quote]6. Cities can optionally build warehouse
[quote]But any adminstrator will agree that you don't usually use a production environment for testing. [/quote] Unless you can't reproduce the production environment for testing purpose ...
Given that some problems are related with scalability and some others are related with configuration that aren't available at Stardock (DSL in Europe for example), how could they correctly test those cases without making the updates public?
[quote]your game is installed in a directory C:\Program Files\Stardock Games\Demigod\bin\Demigod.exe regardless of whether you got it on impulse or otherwise.[/quote] Well, when installing with Impulse, you can choose, if you know where it is located in the options, where to install a game.
[quote]/noAI ? That's the first I've seen of that command... does it do what I think it does?[/quote] I am not sure if it is already available, but this post tells taht it will be available one day or another http://forums.demigodthegame.com/352561
What will happen to caravans that are sent to city when production is turned off in that city? Will the continue to it or change their destination? Will it be possible to specifically sent ressources to a city that doesn't need them yet ? Will there be a way to send manually ressources in warehouse to another one?
I am wondering: why the /noAI or /serverproxy switch must be in the command line? Can they be made into the options in game? Is it an interim solution to check what is working and will GPG put them in the option screen when all connexion problems have been reseolved?
I like option #3. I think that we need more than a on/off toggle to help set priority. Something like a recap screen, with a row corresponding to a city and the way to set a priority values for various ressources, in order to ensure that a particular city with a blacksmith get only iron while another get only copper. Given the number of possible ressources, it will be more something like choosing a ressource in a combo box and assigning a priority value. It may
BTW, since one idea behind Elemental is to allow good moddability, I think that camp #1 with everything is a ressource can allow more freedom on modding than camp 2. That way, there won't be any difference on, for example, how griffins are in the game: they can be found in wilderness (like horse), breed through magical means (magically fusion an eagle and a lion for example), traded with another empire or whatever. it will still be a ressource. Everything h
I don't see any mention about multiplayer aspect. As Stardock has said there will be a multiplayer aspect and than online multiplayer will be on Stardock servers, I am wondering how caravan can be targeted/intercepted in a multiplayer game. If multiplayer means simultaneous turns, trying to intercept caravan can be impossible, meaning that they can be abstracted and made untargettable. The only way to disrupt them would be to blockade the source or the destination of the caravan.
[quote]I'm pretty sure one of the DGs in the works is a baby-turtle.[/quote] Won't that be a rip-off of Kings's Bounty : the Legend ? [e digicons]^_^[/e]
[quote]I'll be on vacation when I finally get to play beta. I am happy I have a laptop. Waking up in the camper and playing this game will be cool.[/quote] Unless the beta requires to be always connected to Internet ....
[quote]Hopefully this situation will change soon,[/quote] Well, it could be very bad if european users, using their retail bought localized version, can't play pantheon/Custom games in their languages due to unvailability of languages when patching the game ....
[quote]the lack of a multi player demo is.[/quote] Well, given the current state of MP for this game, I think it is safe to state that SD choice of waiting after release before making a demo was restropectively a wise one. How people would have reacted if they had a demo with the day 0 networking code ?
[quote]On the General and Off-topic boards the rules can remain as they are.[/quote] One must not forget that what ends in off topic forums can be on topic on others Stardock sites. (like the Elemental dev journal forum), unless is a true off topic forum for all stardock sites ;)
[quote] Client-Server games with thousands of players on a single server can be much more difficult to troubleshoot.[/quote] Sadly, Demigod is a P2P game. So Stardock servers don't see exchanged packets during the game. In the case of servers used as proxy for some people, that is another thing.
[quote]By the time we’re done, there will have been nearly a 100% transfusion of Stardock Impulse code into this connectivity system [/quote] Will you still have licensed library for networking stuff or not after that?
[quote]I am grateful that they are working on fixing the game, however it doesn't help anyone to release a patch that has not been thoroughly tested....[/quote] Sadly, the some current problems with multiplayer are linked with the fact that it doesn't scale well with lots of user. So it can be thoroughly tested with 100 people and fail completly with 10 000 users. And the only way to have this stress test is to made the patch available to public. A beta patch can only che
[quote]the size of the download should be displayed in the bottom right of Impulse [/quote] Ooops. Should be bottom left on the update tab. It should display the size of the whole game and the size of the update. [quote]yeah i know where it shows the size, and its 1.8gb [/quote] Could you provide a screenshot to double check that you don't look at the wrong place?
I am wondering: how are you sure Impulse want to download the whole game and not just updating it? In the update tab, the size of the download should be displayed in the bottom right of Impulse when selecting a game to be updated.
[quote]anything are there not some IT professionals or networking company, consultants or something of that nature that for a nominal fee could come in and fix the multiplayer? [/quote] From reading Frogboy's various threads about fixing multiplayer, I am under the impression that the problem is more identifying the roots of the multiplayer problems. And that requires a good understanding of the underlying design, especially if you are trying to fix it without having to recreate every
[quote]The problem is he cant log in at all, and when he tries it forces him to download the entire game again.[/quote] Has his PC the correct registries entries ? If you have only copied the games files, that is the problem.
Is the e-mail on your paypal account the same than the one on your Impulse account?