I was busy over the weekend and only today came back to find a message from Frogboy unblocking my review. So thank you very much for that. I do appreciate the opportunity to try to write something different and hopefully now a little less personal. With more about the difference in dream and vision and the legacy of Elemental. Keeping the emotion but not being quite as angry... I think. It's hard to tell. I cut lots from that first review but it still came out far harsher than I intended.
Dr Franknfurter
Gilmoy, that's quite technical I'm not sure I follow it either [I struggled to follow the Influence mechanic GalCiv3 thread too, I read it twice but it didn't sink in for some reason, so please forgive me if I'm missing your point]. I merely wished that a passed unit would allow the turn to end on clicking end turn, but if you don't end the turn and instead click the unit later you can change your mind and issue another action instead. (maybe flagging the unit 'passed&
That's what's so amazing... I really never expected to be the worst and most insulting review you've ever had. It was meant to be a WIP, regularly updated review cataloguing the changes in the game. That was my initial intention, I just found the game very frustrating. [edit] I don't know if it'll help but if I were able to edit the review I'd happily throw in lots of: "I think...", "I found...", "I worry..." liberally, I just assumed those were implici
XwereWolfX, I appreciate you taking the time to read it. I agree saying 'no replayability' was an intentionally extreme choice of words. Replayability is about how likely you are to come back to a game, how it makes you feel, how engaging it is. Bejewelled for example has tons of replayability for my mum. To me, less so. It is a purely subjective topic, entirely opinion. I stated my opinion (in anger) and I intentionally used a ridiculous and obviously impossible extreme 'none'
(also, yes I'd love to see pass be renamed to something like 'wait' just to avoid the noob trap of accidentally deleting moves from a unit you want to move. It's a minor quibble in the grand scheme of things but I think it's something that would benefit all stardock games. Hence my bringing it up in the review... which until now nobody seemed bothered by.) I appreciate your literary criticisms too Frogboy. I know my mum has called me out on sounding
I see. Thank you for your responses. I'm not sure I can say any more in my defence. (that you will listen to, even my promises to remove offending remarks). So, the offending remarks will remain. I will see if an impartial Valve moderator can arbitrate in this dispute.
I'd certainly fight that 90% statistic. Any statement like that applies to very strict criteria: Who was asked, when, what did you ask them? I think the number is very unlikely to be accurate. If it is, how does it translate to sales and repeat-customers? Are the 90% likely to be repeat customers do you think?
Using tab is a work-around for pass not working as one would expect, or desire. I say it's the same in GalCiv3 the pass button doesn't skip that unit in it simply sets current moves to 0. Hence my comment about code being repeated from game to game. Perhaps it's completely different code by completely different people for entirely different reasons. But I thought it was an oversight, an obvious issue that you'd notice on turn 1 on each game but hasn't been seen as
Thank you for offering to unflag it. I would have appreciated an opportunity to remove the offending passage, or to defend my reason for wanting to keep it. I'm willing to remove the grognard section, but not the unfriendly developer opinion. I don't think that can be classed 'insulting'. Concerning play-time, its longer than you spend on a movie, but it's also priced much higher. Also are you angry at positive reviews with play-times below mine? It would be very h
[quote who="Frogboy" reply="63" id="3499421"] Frankfurter, choosing to ascribe to yourself all the criticism of the steam forum is a bit much, don't you think? It's not all about you. i don't even think you're a grognard. I think, however, that your arrogance (as displayed in your post) makes your criticisms less valuable. You have little idea what the game's ultimate design is going to be and yet choose to judge it, harshly, on the first beta. <
Hello. I'm a fellow gamer, passionate about games and fantasy worlds. I'm also the writer of the (main, visible) bad review. I'm also known as (quoting the toxic comments from here, and Brad's comments from steam forums): Toxic, douchbag, idiot, heckler, bully, troll, grognard, impolite and unkind. It hurts, but I can understand the passionate response and I don't blame you for being emotive. I forgive you any slight against me, I'm sure it's not qu
Strategic spells are useful. I agree. Wither is great against trained troops and non-mages (Kingdom) as it has no counter whatsoever. Also it's used three times so everyone has felt it's power. Strategically either directly, through blood sigil or cast tactically. If either courage, death ward or a similar spell provided some protection it would be possible to defend against it. If it was nerf to duration you could outlast the attackers by fighting defensive
Hey Dihir, I wanted to encourage talk so I'm glad you don't agree with everything. I agree that the suggestions could use more information to explain reasonings where it isn't too obvious. Although mostly it's just a case of buff when it hasn't been too tempting to use a particular spell, nerf when it felt too cheap/easy/powerful and also a general buff to some Kingdom spells to counter powerful Death magic combos. Lastly, I'd like Rank V to give some bonus to spellcas
Alliances depend on the power rating difference between two people. Try bumping up the difficulty until the AI is at or above your power rating when you research the techs and it should be much harder to convince them. (And you'll see them doing more interesting things in general) I wouldn't say that easy is supposed to provide a challenge anyway, rather to just play for fun.
Hey all. Ok, this took longer than I expected. I started because I wanted to bring up 2 bugs: Paragon deducts from base hp, not max and therefore doesn't have a penalty when base hp = 0 (can't go lower for some reason), also there is an obvious exploit with Destiny's gift (it gives +10 hp, in 1.02 it can target sovereigns). Shadow World, has no icon for cloth map (may be my computer), cannot target most tiles (plains, hills, forest, swamp) and the description sugge
You're welcome Rizzo, I agree it's come on leaps and bounds but there's always room for tweaking things. I'd like to be able to show unusable tile yields just to have a look to see if razing a city would free up a nice spot, but I can't see many other reasons to have a look. It's not really a problem when you get used to it. Also to Glowing_Ember the actual distance between cities does vary by world size, it's in the xml somewhere... I remember spotting it
Tile yields are only shown somewhere you can settle a city - i.e. not next to an existing city, if you can see a yield you can plop a city there, if not, you can't either because it's too close to another (actual distance is dictated by map size, you're allow cities closer together on smaller maps) or because it's barren. Essence powers one city spell per point. It's true it could do with more to explain things, maybe list it alongside mana produced by a city, but
I use slums in Fallen cities when I plan to have access to Death V at some point. In essence it turns +growth into +mana (via sacrifice), fun and thematic! You treat people badly, encourage them to breed in vast slums only to sacrifice them later. People starting to starve? Too many people. If you care about your people you invest in good food and whatnot, but that's Kingdom philosophy only good if you're weak. Also, the unrest increase + unrest from black market + unrest pena
My thought: Is it possible for roads to grow one sqare at a time, built by a defenceless caravan unit? You could still grow new roads but not instantly, nor through hostile territory unless you protect the builder. It is an issue, to some people, myself included. I have used it to easily win wars and supercharge my expansion but I felt dirty doing it, it feels close to an exploit, not merely to grab shards miles and miles away but instamagic all the infrastructure between them
I enjoy the updates and the changelogs, more is almost always better... although the premature changelogs are a bit of a tease, held just out of reach by the clear veil of time. To me, 1.00 was the game I had dreamed of when Elemental was first mentioned. I have nothing but praise for you and the whole team, every single one. Congratulations. I look forward to seeing more of your ideas made reality in following projects. Carefully crafted, balanced and then set free. I know many good
[quote who="ben_sphynx" reply="8" id="3276764"]It is a horribly confusing 'feature' that traits are cumulative, but buildings are not. The two things should work in the same way. Either Evoker II should say that it increases the damage bonus from 25% to 50% (or is it actually multiplicative?), like buildings, or, buildings should say the amount they actually add, rather than listing the bonus of the requirement buildings included.[/quote] Agreed. I
Little thought but I'd suggest the following for the OP about champions: Lv 1-3 champions 0 influence cost, same gold cost. (no need for starting influence to everyone) Lv 5+ 5 or 10xlevel in influence in addition to a reduced gold cost. Doesn't really need to be more complex than that. Any additional use for influence would be fun. My Suggestion: Use it to build caravans for internal trad
My thoughts, bit long but I wanted to group things together, to start with: We all agree that -1hp/level is harsh, but that a physical frailty is fun and makes sense. Keep it or something similar. Sadly it penalises your sov significantly (they gain lots of levels) and trained troops just aren't used and have nothing to make them competitive with your free spawn. A vulnerability to blunt/cutting of 25% would be even more thematic in that wraiths shouldn't be easier to kill mag
already have a slave using faction, overlap wouldn't be too good imo
Oooh... A reverse infection spell. Spreads buffs between friendly targets with wraithblood, so your sov could boost an army.