[quote who="SqueekyRat" reply="24" id="2748069"]I thought I heard the fap fap fap of a fanboi. Quoting Annatar11, reply 7 Your right #1 is to return the game. You should exercise that one instead of the continued whinery Oh the classic fanboi repartee .. this forum is just for elite bradbois only right??? RAT [/quote] On the contrary, I've criticized the game quite a bit. The difference is it was rational,
Annatar11
[quote]1. Good AI?[/quote] It's *pretty* good. Like any AI in any game, eventually you will find a pattern in how it behaves and will be able to exploit it, but for an RTS the AI is, I would say, pretty great. It actually was made easier in some cases due to player requests. Originally, for example, the AI was a lot more careful with its fleets. It would rarely attack a superior force head on, and would wait and attack poorly defended planets instead. But players didn't like that they
In the past they've sent out mass mailers at a "major" update or expansion. Beyond that, it's your responsibility to keep up with patch notes. They're not going to be mass-mailing changelogs with every update.
Not for a long time. At least a year, but likely a lot longer than that.
[quote]This. Exactly. I'm sure the millionth "I hate the game. Stick to your gamers bill of rights" post is The One that makes them see the light and do whatever it takes to make YOU happy. Tsk tsk.[/quote] And it's all idiotic, because as I pointed out above, Right #1 in the GBOR is to be able to return the game if it doesn't function up to expectation. But no, it's obviously more fun to troll on the forums about the non-existant "finished state" that wasn't in the GBOR for something
Your right #1 is to return the game. You should exercise that one instead of the continued whinery ;)
[quote]Not yet. I could easily see there being 4 options available, but the hard part is actually making something other then hello spawn monsters, or hello you suck for saying no to this quest. In theory you could make a choice that grants you an permanent NPC, or kills you by adding negative HP (like the rat quest does upon clearing the nest). I might experiment with those at a later stage.[/quote] I actually decided a 3-option quest to see if it works. <p
You should be emailing [email protected] about a refund. Normally support could just send it over to the sales dept, but I imagine after the weekend they're pretty swamped and whoever answered glanced over it and didn't see an issue (since you did e-mail support and not sales) and sent you back a note asking for specifics. [quote]it's amazing that the Stardock web site doesn't give you things like delivery tracking![/quote] SD ships wit
Ah, that is an interesting mechanic. In that case yeah, I imagine you're quite correct on the roam radius :) Here's another thing.. have you gotten to play around with more than 2 choices of action?
Well, if it orders pizza on the side it better not use *my* credit card to do it.
[quote]WanderingRadius I assume, if you flee or lose the fight, they start roaming. Majority of stuff Stardock defined as having 0 radius, or maximum of 4. Which is pratical, so your quest monsters don't roam the world, unless that's what you want them to do.[/quote] I'm pretty sure this was used in creature nests during beta. Remember those spider webs that constantly spawned spiders that roamed around a bit until you cleared the notable location? Also, here's something new t
Boogie, I'll send you mine when I get back home. I've got a perfect one - large map, over 500 turns in.
[quote]A ) Putting MAX # of opponents; Could that inadvertently have an impact major faction expansions, by limiting the available real estate without the need of major conflicts? Should this be true, then maybe having large maps with less amount of opponents might lead to harder games. Since the Faction will be able to annex smaller factions around them and expand more aggressively. (that's the "theory"...) B ) WORLD difficulty > or = AI difficulty; Could
He's rockin' that mohawk.
There are lots more creature types. Perhaps you should play a longer game and unlock more adventuring techs :P For example, there is a model that can function pretty well as a Yeti ;)
I sent kryo a PM to see if he can fix the thread :P
I got mine on Friday. They started shipping Tuesday, and takes 2-3 days. It's possible yours shipped later. Sales wasn't working over the weekend, but you should get an answer soon. And yeah, no email is normal. There's no tracking number since it's going by USPS Priority.
Yikes, I think my xml tags broke the thread :x Sorry!
Heavenfall, here's another thing for you to look at: The Empire (haven't tried Kingdoms) improvements that are supposed to increase essence by "25%", according to tooltip, don't actually increase it by 25%. If you have 16 essence/mana and you build one of those, you'll stay at 16. Shard essence bonuses work, however. The buildings are Tower of Souls, Tower of Titans, and I think that's it? Here's the XML for the shards: <
The techs are not guaranteed to show up when you make a breakthrough. Each tech has a chance to show up or not. Green techs are very common and will show up most of the time. Yellow techs are more uncommon and will show up sometimes. Red techs are rare and won't show up a lot of the time. So for example, if you're researching Civilization you always have a good chance that "Farming" will show up on the list of breakthroughs. But once you get to Advanced Farming (a red tech), you can go severa
[quote who="Das123" reply="25" id="2744208"]Thanks for the update Brad, but with all respect no-one from Stardock has ever commented or addressed what many have been saying since the beta versions that the races are boring and one-dimensional. You have listed the easier XML fixes (magic and research etc) but the whole concept of essentially just having a single model with coloured skin that players can dress up with items just doesn't cut it, sorry. In fantasy games I think players
[quote]question tho, is it possible to add stuff to the battlefield that will stay? an example would be a spell that creates a stone wall that is impassible terrain. [/quote] There are already several spells in the default spellbooks that create impassable terrain on the tactical map for x number of turns. There are falling rocks, vortexes. Some spells (Titan's Breath) can push people around, and others just randomly (or non-randomly) teleport units around.
Hey there Icecrown, I've been playing lots with this mod this weekend, and have a few comments :) Most of the effects, especially the higher level spells, go on for a bit long. The game doesn't let you do anything until the particle effect plays fully, so with a lot of casting often you have to wait an extra second or so each spellcast without anything really happening - for example, Melting Touch waits for the ground to change color back to normal from burned. This happens after the
Thanks for the update, Boogie-san :) Get some rest this weekend, you guys have done awesome with patches this week!