I'll give it a go and then decide whether my last 2 tokens should go on the full version.
LOLCHRIST
Try zooming out then zooming back in to where you want to look (cursor over position, mouse wheel up). It's really very convenient when you get the hang of it.
People have these ideas about a Beta being feature-complete, but that's just them making stuff up. I don't think it actually applies to any real beta I've ever played.
I like the creep redirection idea. Think the neutral beasties could work well in the single player campaign perhaps, depending on how it's set up.
Well I always turn integrated VOIP off, but I doesn't see how that negates the people who like it? Although I think a better idea would be to cut a deal to integrate one of the free VOIP packages into Impulse, assuming you're having something akin to a friends list.
Sounds like a good idea to me.
If technical obstacles are not too great, I would love to see wasd as an option. It's something a lot of games are familiar with to the point of being second nature. It's nice when I'm being lazy and don't want to keep clicking because I can just hold the buttons down. As for gamepad support, why not? Demigod (at least what we've seen so far of it) would likely work very well on a console control scheme, since it's fairly minimalist. I'm looking forward to th
x1950 pro is working for me with driver version 8.522.0.0. Haven't tried any others.
What is flag locking?
I'm a bit torn on this. On the one hand simplicity probably helps with learning and playing the games, and means less resources going to modelling and animating new units (I suspect this last point will win out). On the other hand, I can picture in my mind the creeps having a big interesting battle all by themselves as a result of simple programmed behaviours interacting. This happens to some extent already: the angels circle and swoop, the archers hang back and pepper peo
"The thing is that I think Bethesda has this "Oblivion" mold" Bethesda have made other games than just their open world RPGs you know... I think I got shot in the back by my companions too often to feel particularly enthusiastic about Fallout's turn-based combat. Story and exploration for me.
Plain old +damage items are nice for Regulus since his attack isn't that high to start with. Particularly the +200 gloves if you can afford them.
Hmm, maybe the Queen of Thorns could use vines to pull an opponent towards her, and hopefully towards her creeps.
Personally I liked a lot of the changes Oblivion made. The 'console UI' was mostly sensible streamlining - Morrowind had an attrocious UI. You had to pause to pick a spell for crying out loud. The new physics and combat mechanics were a lot of fun too. However, I do think it lacked a bit of soul compared to Morrowind. I modded out the scaling, but yes that was a bad feature. Rare daedric artifacts should not be two-a-penny. The auto-generated dungeons
"Because it's a waste of trees. Saving the planet > manual IMO." Planting a tree and letting it die naturally means that it takes in carbon dioxide from the atmosphere and then releases it as it rots. Chopping it down in its prime and making paper from it locks up that carbon. Save the planet: print more manuals.
"Oomiegoo" = Oh my God? Would be very interested to see more of the principles of UI design.
New Twilight of the Arnor installs will not start for me, because the executable doesn't have admin permissions and so cannot access files it needs from Galciv. This is because Galciv is installed inside \Program Files, and Vista does't allow programs without admin to see inside \Program Files except for their own folder. Obviously I can just set it to use admin privileges for now, but this should probably be sorted more generally in Impulse where expansions have dependencies on
Rook has to give away some of its health bar to create the wall, with it being returned empty when the wall is destroyed? Or they share health?
There is the performance issue there though. All those projectiles following accurate real-time flight paths in SupCom stopped a lot of people from playing. (To be fair, I expect AI for thousands of units had a role there there too.)
Ok, having read the dev diaries, the devs do want this to be a competition game, whoops.
I like this idea a lot. Is having a tree necessary though? Why not let people add one of each power-up at each price point? Or are there particular cheesy combos that need to be prevented?
In another thread someone had the idea of redoing items as gems (runes, orbs or sigils would do nicely too I expect). These could then be represented graphically without ruining the flavour of the character. Although it could turn everything into a MMORPG style glowfest I suppose.
There seems to be an assumption that people want Demigod to be a competition game. Have the developers stated this anywhere? Are people generally in favour of this? Because personally, I don't care about competitive play, and I'm pretty sure most of the people I know aren't that bothered either. It'd be nice if it were fun for teams, but leagues and tournaments? Don't care. In fact, I'm pretty sure that most people who play Demigod won't even play
Do they still have the projectile physics from Supreme Commander in the engine for Demigod? If so, I think an accuracy stat combined with big, slow units being easier to hit would be a more interesting alternative to damage types.
I find myself agreeing with a lot of the criticisms about Spore, but the game is so original and has so many little moments of joy in it that I can't feel too harshly towards it. Nonetheless, it's always fun to unload on criticism: In terms of goals the game sets you, it is weak. The cell stage is probably my favourite, because it's the only part that doesn't suffer from this and actually works as a game as well as a creature creation thingimy. It's good that they ke