I found the Library, killed most (not all) of the monsters around it including the big'un (don't know if the specifics are a spoiler or not). When I walk onto the Library, I get 300 research (yay!) but the quest doesn't update. What am I missing?
Xentax
Will some abilities have other abilities as pre-reqs (e.g. "Flanking" requires "Quickness", or maybe "Improved Quickness", etc.)? If so, I want to make sure it's easy to get to the tree of such abilities from this screen (as opposed to having to go to the 'pedia in Civ). Also, hoping the set of available abilities is specialized to some degree - e.g. either based on initial type/stats/ability/something, or based on choosing a certain 'path', on
Love the potential of the game so far. TL;DR version of the below: The UI doesn't feel as intuitive as I'd expect compared to other games in the genre. If I've missed something obvious about the UI that helps address the following, please let me know. I feel like the UI doesn't give me enough hints about what's going on: 1. A unit with no current move order (or order to stay put - e.g. fortify) has no obvious indicator. I'd personally go one step further and wou
The name/backstory of a character I've played in various games for over 15 years. Here's the pic: (Edit: Link was broken; here's the right one: https://dl.dropbox.com/u/6726701/Xentax_260285720.png )
My 2 cents - separate the gameplay aspect from the realism aspect, and let the game-play drive the decision. It's a fantasy fictional game and those are written in reverse order of importance. :) Game-play wise, defenders need to be able to develop and express classic defensive advantages - interior lines of communication/supply/movement, the ability to prepare and improve terrain for defensive bonuses, and to be able to create and man choke points. Attackers ne
Stand-out positives: Heroes with RPG-like abilities, equipment, advancement Customizable items for those heroes Random maps with rich strategic terrain Customizable 'side' (combination of self and starting side) Complex unpredictable combat (but see below) Wide variety of units, spells, etc. All this led to HUGE REPLAY VALUE Stand-out problems: Weak tactical AI Poor difficul
I vote for investing in interesting customization options and plenty of art-related content to go with it. Having said that, having too many 'features' to choose from when customizing is also problematic (especially if there's WAY more options than your 'buy pool', forcing you to feel like you're only slightly different from everyone else). You can keep room for lore by making the customizations still map back to the lore somehow - e.g. you can make whatever race you want but it's sti
I know where UnderDaGun is coming from, but I think it wasn't THAT bad - sure, there were a few builds that were basically unstoppable, but if you did anything else, it was a challenge for awhile (almost any setup was a runaway effect if you lived long enough). I'd say there were more interesting builds than "broken" ones. MoM2 would be tough for anyone to do at this point - it's been so long that the opinions of how to do it will be contentious (just look at the UFO:AM/UFO:AS games a
Couple comments - I mean these in a constructive way, so please don't take them as a flame. 1) I am all for giving devs fast, beefy hardware on which to develop the game. You literally can't put a price tag on maximizing developer productivity by making sure they have a fast box, 2 or even 3 displays, and whatever their personal idea of an ideal working environment happens to be (quiet, or music, dim light, bright light - whatever it is). HOWEVER, your *testers* should have
Game looks pretty sweet! Wish the demo went a little longer but I guess I can't complain... Bug report (no biggies, but a couple minor ones): - The score at the end doesn't appear to be right for the player (the others look like a total of their component scores; my score is a fraction of it - difficulty modifier?). - Can't scroll the tile special description to see all of it (up arrow lights up, down arrow doesn't/doesn't work)<br
To give the geeky answer - this is a classic NP problem theoretically, though there's a fairly discrete limit for the game (e.g. how many discovered wormhole pairs the empire in question knows about). You can't just do n+1. You also have to check every combination of TWO wormholes (if you're going from A to B, a wormhole near A may get you halfway and another near the first exit may get you near B). And actually, you have to check every order of two wormhole
The trick to *force* research in each area at once is to make it so that you *can't* completely focus 100% of all research on a given branch, or at least, it's not as efficient in the long-run - that way, you can focus harder on one area if you want tech X sooner, but keeping them fairly spread out pays off as far as techs over time. I campaigned for this in MOO3 but it was shot down. Basically, you'd have some 'minimum' levels in each field that could be go
thing similar is in the works for asteroids, so I'd let it work like that - whatever you do to harvest asteroids you could do on mineral- or artifact-rich planets, at a somewhat larger scale.
ailed, at least at the low end of the scale, and I'm thinking they only had 8...don't remember for sure.
I hope this hasn't been asked and answered already (a casual survey of the GD threads didn't show an obvious one). Do the planets revolve around their stars from turn to turn? The screenshots suggest their position would matter - you could be really near an enemy planet or pretty far if you're talking about the outer planets of adjacent systems. Or does movement within a solar system still not use movement points? I really can't tell from the screenshots.<BR
ut if you want more, you (now) know where to find me. Good luck and smooth sailing! Xentax [email protected]