I have no issues with the concepts above. A few points on execution though... Keeping the idols means that you can sell them back and buy other types of minion later on (I'm against this. Assassin's can't change their skillset halfway through the game to match what they need, they work with what they've got), but I suppose by linking a demigod's War Score to Minion specific upgrades, you ensure that if they DO switch strategy halfway through and go for new minion types, they'll be dis
Mooglepies
Some nice feedback here guys, thanks. I posted mainly to get discussion going again as it seemed to be going in circles or at least heading in that direction. To answer Daton's comments: Love the UI idea for activating minion abilities. It's better than another row of icons. I love the idea of QoT having some sort of area denial skill, and had considered using something similar to Oak's standards giving buffs for my other post. There we have a point of a
Gigantic Wall o'Text Alert! Part 1: Read this first! I've pondered this for a few days, then made some notes and decided to post during some downtime today. My thoughts follow. I've highlighted the most important snippets of my arguments/thoughts in bold for those th
Interesting idea, but what I can see happening here is a team pooling their resources into a single player who then goes out and gets godly gear, and then that player goes and beats the other team to a pulp (with his or her team mates of course. Not insinuating any of the demigods are strong enough to weather a group of demigods even with said godly gear, but it could decisively shift the course of a battle if you had say a fully kitted out demigod within 5 minutes of play). One way t
First of all, I have an X-fi on Vista 32bit and I don't have the sound problem. Might not be entirely hardware specific. Secondly, I like the need to balance out spending gold on Citadel upgrades and spending on your own gear (gives some nice depth to decision making), but I do see the need to seperate each team's war level. Since it's been my experience that the citadel upgrades seem to matter far more than demigod activity when it comes to breaking stalemates and
I was told in one of the few multiplayer games I've been able to play that if you put a team of nightmare AIs in a game, the lightning starts from the start on your citadel. That might be a featuer and not a bug. I've also seen that other lightning bug with my units as well, but never been able to figure out what caused it.
If you've been charged then you should have beta access. You'll need to enable the viewing of Pre-release versions inside impulse though, there's a thread stickies to show you how to do this.
WASD controls to pan the camera Up, Left, Down and Right. Q and E rotate the camera Left and Right. These controls combined with the hotkeys make life much easier.
At the moment I quite like the way that you have to balance gold expenditure on the citadel and your own equipment. I know that's being scrapped soon though. It adds a nice bit of depth to your decision making. I like the Demigod death animations. I really like the creeps in all ways. I think that they're just right in appearance and behavior.
Not had this problem yet, and I've tried numeroud AI settings including 5 v 5 games (9 AIs total, and me). Is this something limited to 64bit machines perhaps? I'm not sure of the nature of the bug mentioned by Bullet, but at least that one should be patchable if it's happened before. While I'm here, could someone brief me on what simspeed is? Thanks.
I'll second the fact that, at least one on one, the AI doesn't pay as much attention to the flags as it should do. On Prison I take the middle three flags and it goes and takes back the middle one and then rushes my base, ignoring the other two flags. When it's a team game I find that they make a slightly more concerted effort. I can also confirm that they often choose not to run when they're at low health/decide to follow you a little too far into your base. This last bit is t
Some form of monument, statue, etc would indeed be nice from a cosmetic angle (and having different models for different types of flag would be good too) but as bullet says, this is already served by the current flag system.
Good points, mostly. User deployable rally points I think are a bad idea because a general could essentially grief both his team and his opponents by sending the creeps on a massively circuitous route that helps no one (Creeps wouldn't be attacking the enemy, enemy wouldn't be gaining EXP). I particularly like Teseer's representation of the idea (+1 Karma for you), but I have one reservation. This is all well and good in maps like Ziggurat and Leviat
Okie dokie, just thought I'd mention as I hadn' seen it reported yet.
Having issues in the game lobby, when I try to change demigod the below happens. Have tried multiple video settings, full screen and windowed. Graphics card is an 8800 Ultra (in case it's my hardware interpreting things wrong). [IMG]http://i26.photobucket.com/albums/c123/Mooglepies/demigodcharacterselectglitch.jpg[/IMG]