SolarBall

SolarBall

Joined Member # 3450302
1 Posts 41 Replies 9,920 Reputation

In tyerms of human HP: Since the only races in the game (starting out) are human, it doesn't make sense for them ot have "low" vs. "high" hitpoints (Since there's nothing else to compare them to). (If you are writing in comparison to weapon damage, that will have to depend more on game balance and fun, as the combat mechanics are worked out.) In terms of your uses for mobility: It doesn't seem to me that mobility would need a separate stat from defense

6 Replies 6,253 Views

I've already reported the crash to FogBuz (Or however it's spelled), this mainly for some further information. A few days ago I moved all my stardock games from my C to D drive (to keep the C drive from getting too full.) Looking through the debug file, it seems that the game was looking for a bunch of problems when looking for various program folders and "my documents" folders in the wrong C:/D: drive. For the time being, does this mean I'll be having to move the elementa

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[Quote]Well these aren't highly specialized combat rules... the variables involved are few. Basically intelligence determines the mind attack and mind defense. Wisdom determines the defense against attacks of corruption... such as casting a beserking spell at enemy archers so they charge melee into battle out of rage.[/Quote] In the game as we've seen it so far, they would be, since very little combat is done with magical creatures, and an even s

95 Replies 270,032 Views

Some of your examples (the mind flayers, corruption), would involve highly specialized combat rules that would not come into play that often, but would require a bunch of extra things to keep track of in game, so I wouldn't want these in the original game at release. (For mods, this isn't an issue, although I am not sure how hard it would be to allow such modding, so do not have a strong opinion either way on that issue.)

95 Replies 270,032 Views

A lot of the same problems of "you randomly got a really great spell" do apply to other types of research as well, though. (Although, talking about problems with regular research does have some application to spells as well, so this thread seems somewhat useful for that part of the game as well.) Speaking of different types of research, what resources do both of these types of research require? It seems (at least theoretically) possible that spell vs. techno

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I was able ot find something for about 50$ on newegg (thanks to the person who suggested it, I had looked before but had difficulty finding something for some reason.) @Ibgsloan: I have noticed how the card I got is at about the limit of where AGP cards can go. I do tend ot stick to games with lower system requirements, though, so hopefully this one will last a good amount of time (the main games I was focusing on for this card were elemental and demig

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They use the same mysterious energy forces that allow galactic civilizations aliens to increase their population by billions in a few weeks, and somehow educating, training, etc. them as well. :)

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for me, having a standard "pick research, make wya up tree" is certainly fine for the game, and I wouldn't mind coming back to it if a more fun but still balanced way was found. The "random extra techs show up depending on empire specialization" sounds like a good idea to try out (To provide extra advances ot specialize empires), I'd just make sure that the "random" advances were set up in a way that generalized empires could also get some stuff, plus

67 Replies 43,126 Views

[Quote] A small note on Balance (not to get off topic), but, in these types of games there ARE going to be things that will be greatly unbalancing. Like Dragons. Not just Dragons either. What if you get lucky enough to have any kind of flying monster join your army early in the game? Your opponents won't even have the means to hit a flying creature unless you already have Bows or the creature goes up against a enemy Sovereign who shoots it with magic. I'm sure there are other,

151 Replies 78,821 Views

At least you guys have gotten into the game. (I'm one of those people who gets a lovely view of working main menu screen, with some excellently balanced gameplay option menus, before crashing at the "creating world" screen :) )

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[Quote]No, it really doesn't. For one, fire resistance isn't going to save you if somebody shoots you with a blast of ice, or lightning (under the assumption that lightning is air magic, but that can be neither here nor there). So sure, you go ahead and give all your units fire resistance. I'll sit over here and focus on my air and water magic, then laugh at you when your fire resistances accomplish nothing. Your second faulty assumption is that imparting resistances to your regular,

151 Replies 78,821 Views

[Quote]There are two kinds of people arguing against different types of magic resistances: some seem to be arguing against it because they don't want any more than a few basic unit stats. My response: if 5 or 6 magic resistance stats (among the simplest stats possible) are going to overwhelm you, get a new brain - you got cheated at birth.[/Quote] This is pretty insulting, actually, and it seems you've missed the points ot not making combat any more complex than necessary (that have b

151 Replies 78,821 Views

[Quote] I think the logic of having elemental damage types is actually quite transparent. It's, hey, this old game that I liked used a system like that, so it must be a good idea, we should do it. The idea makes a degree of sense, it's got traction in plenty of other games, and it's an easy thing to do, so why not, right? But I do sort of think the arguments that are being put forth for how important it is are... well, based on some pretty tenuous assumptions.[/Quote]

151 Replies 78,821 Views

[Quote]What a good game should have is exactly the opposite of this - a system that, to a newbie who is just seeing it for the first time, looks simple and intuitive, but to the veteran player has lots of tactical complexity and variations.[/Quote] That's what I'm/was arguing for, actually. (If a system is simple and intuitive, it's easier to start learning how everything works, go from there, as opposed ot a system with lots and lots of stats, where figuring this sort

208 Replies 744,579 Views

[quote who="pigeonpigeon" reply="184" id="2420824"] [Quote]I'd also add balance, and difficulty learning the game for newer people to this sort of thing, to the potential problems mentioned in the first paragraph.[/Quote] Catering a game so that its friendly enough so that someone new to the genre won't have any trouble figuring it all out in short order is a great way to guarantee that the people who would otherwise actually stick around and play the game for years to come will qui

208 Replies 744,579 Views

[quote who="keithLamothe" reply="180" id="2420617"] Those of you worrying about complexity. Is it because you don't want to think, or because you're worried about how long it will take you to do the combat?Neither, concerned about costs in design time, logic/ui/ai development time, and testing time. Not so much concerned about the time costs themselves as about the consequences of features being implemented in less than adequate time such that the logic is buggy, the ui is in

208 Replies 744,579 Views

[Quote]Physical dmg types are good to have, but I don't mind if they won't implement those. [Even tho I hope that we will be able to mod them in.] As for magical dmg types [ice/fire/shadow/etc] & resistances/immunities....they must be implemented or the combat system will be dumbed down/primitive....[/Quote] You, and most other people arguing for lots of damage types, do remember that there is quite a lot of game outside of combat, right (And that there's the r

151 Replies 78,821 Views

[quote who="Tridus" reply="119" id="2417229"] The whole point of this extended beta period is to try things out, get feedback, and refine them. I don't doubt that we'll start with something like the simplified system we have now. If the playerbase stays as overwhelmingly against that as it is right now? I highly doubt we'll end up there a year from now. [/quote] I highly doubt we'll end up with as complex a combat system as many, many people are describing in this thread, no

208 Replies 744,579 Views

I'm asking this question since my computer (As you may guess from the title) uses an AGP slot, which is pretty clearly old, but the computer itself functions well, and I'd rather not get a full new one, or mess around with new motherboards and such, until I really need to. However, there are some games coming out/that are already out that are a bit too much for the current card. (This s to explain the question, and avoid people arguing that I should just get a new computer. This o

10 Replies 40,469 Views

Also ,for another point on the complex combat systems, keep in mind that there's still an economic system to figure out (which may or may not be quite complex), the family tree system (That could have different levels of complexity, and certainly is something a bit unusual for a 4X game), various quests and such, anything else we do with the pretender, and other mechanics I'm probably forgetting, and that all these systems influence each other, and the game could easily get quite daunting to

208 Replies 744,579 Views

[quote who="pigeonpigeon" reply="77" id="2416262"]Reading some of these posts, it looks like many of you basically want each individual unit to have as many or more stats than are typically found in actual RPGs... I want to be able to look at the infocard of a unit and be able to gauge its potential right from there (with the exception of special abilities and such, I suppose). If said infocard is packed with dozens of numbers and %s and god-knows-what, it will be a little overwhelming. If un

208 Replies 744,579 Views

Something else that seems to work all right for me (Though I haven't played the most difficult levels, but have won some challenge games), is to try and be the first person ot research the extreme colonization technologies. You won't be able ot fully use these planets for awhile, but they will provide money once they grow a bit, and will provide access to planets (for a time), that other races don't have access to. (Though this does rely on having a good research advantage.)

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Am still crashing after the "map creation" screen (though it does flicker a map, as opposed ot before the patch.) Messing with the family tree file does not help at all, though.

8 Replies 3,598 Views