Arrowgigantic
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They were responsible for the part that was broken.Victrix said:SD didn't make Demigod
They were responsible for the part that was broken.Victrix said:SD didn't make Demigod
As I mentioned earlier, the simple fact that the game will be using a client/server setup instead of Demigod's peer-to-peer means that the multiplayer will be a LOT easier to set up.Matthew Gallant said:They were responsible for the part that was broken.
Matthew Gallant said:They were responsible for the part that was broken.
Hari Seldon said:You finished the campaign in one day?
The networking being peer-to-peer wasn't the problem. There is nothing inherently broken from a technical standpoint in doing peer-to-peer multiplayer. In fact, there is a game that works just fine using P2P MP. It's called "Demigod after Stardock fixed their network layer".Spl1nter said:They actually were not responsible for the problems that caused it to be broken. They didn't code the peer to peer system.
But we're pretty happy with early sales even if we're not totally satisfied with the game's network performance (which is not developed by GPG but by Stardock so don't blame GPG).
corporateslave said:I've been watching this game for the past six months and have been looking forward to it. That being said, I never got into Gal Civ2, no matter how often I tried. I absolutely adored MOO 2 however and still play that to this day. I'm hoping that this game captures my interest in a way gal civ failed to.
For those who have played this, how does this compare to the Civ 4 Fall from Heaven II mod? I played Mom when I was in college but my memory of the game is hazy. All i recall is that it was fun but I am not able to compare anything to it. I never did play AOW: SM either so the comparisons there aren't meaningful for me. So FFH 2 is in my opinion the best fantasy TBS game I have played with maybe HOMM 3 coming in at a very close second. Will this game, post fixes come close?
Sinatar said:They call it a campaign but it's more of a gibbled tutorial. Took maybe 3 hours to beat.
Decado said:Have we gotten a sense of whether combat will be any good? TBS with tactical combat is probably my favourite genre. I tend to get bored with pure strategy.
Heres the change log:
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Elemental Day0 Change Log
Game Version 1.05
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* Gameplay / Balance *
+ Several new spells added
+ Boats will no longer disband due to dissertion
+ Absolute elimination of duplicate NPCs
+ Vigilant Demon now has mana
+ Combat Speed can only be increased 0.25 per level
+ Shop values for weapons lowered
+ Elementium description added
+ Outposts and such now provide +HP to units stationed
+ Fewer resources are spawned at the start of the game
+ Summoning spellbook no longer available at start
+ Tech trees can now reach level 5 notable locations and quest locations
+ Fixed issue that would prevent people from completing the Old Enchanter quest (a.k.a. the midnight stone quest); it wasnt checking the items of the unit that reached the quest destination, rather those of the unit that started the quest, which could be a different unit.
+ Random quest locations should no longer spawn on hills.
+ Snathi now has a new, non-Drake leader
* AI *
+ AI manages ships better
+ AI Sovereigns spouse will seek the safety of a friendly settlement rather than travel with their spouse
+ AI more effective in establishing strong armies prior to going on the offensive
+ AI better at determining whether it is in their best interests to declare war
+ AI will notify player of tiles they should be using and how to use them.
+ Janusk provides a lot more useful information
+ AI difficulty levels tweaked for more challenge at higher levels
+ AI tweaks to XML
* Battles *
+ Added "Auto-Move Camera in Tactical" which is OFF by default
+ Clarified some language for the hurl boulder spells (that it does non-defendable damage).
+ Auto resolve draws will now favor the defender.
+ Added message boxes to tactical battles when action points are too low to do some action.
+ Added the ability to bring message boxes up as forced popups (always on top).
+ Added checks in auto resolve to be sure a unit can counter attack and its target can be counter attacked.
+ Added more robust checks to see if tactical actions can be done.
+ The tactical action check will now return a string if the action cannot be done.
+ Casting a spell will now properly check action points for special abilities and ranged attacks.
+ Moved the logic to refresh troop numbers to happen when a unit's health changes.
- Updating troop numbers should now be a bit more logical.
- A unit's max health is now properly based on the maximum amount of troops they have (not their current troop number).
+ In tactical battles units that have no spell can no longer open the spellbook.
+ Fixed a few temporary cursors in tactical battles.
+ Added sound effects to all the spells that were using FlameBurst1 (which doesn't exist)
+ Added the IsSpecialAbility tag to SpellDefs. Enabling this makes the spell cost 1 ap instead of 2 ap to use
- Updated all the core ability spell defs with the IsSpecialAbility tag.
+ Casting spells in tactical battles costs 2 action points now.
+ Using special abilities in tactical battles costs 1 action point now.
+ Shooting a ranged weapon in tactical battles cost 2 action points now.
+ The tooltip for a units hit points in the tactical battle window will now show any bonuses applied to the health.
******
* UI *
+ added ESC key support for closing common popups.
+ new tutorial messages added to the campaign, explaining the basics, including: camera movement, unit selection and movement, founding a kingdom, tapping a resource, visiting an item shop, etc.
+ Added a bunch of new shortcut keys
+ Fixed unit shortcut keys while in a city (now clicking on a unit portrait in the city will do that unit action instead of overriding to the city keys)
+ Fixed cases that you could click a unit, then click a goodie hut (for example), and still use the previous units shortcut keys
+ Enabled shortcut keys for items that don't belong to the local player (details, propose, recruit, etc.)
+ Fixed the hiergamenon resource breakdown page to include houses under construction for food
+ Added code to reset minimap for new game
+ New game tray implemented (now has next unit and next city buttons)
+ Added shortcut keys for next unit and next city (shift+u and shift+c, respectively [shift+s already jumps to sovereign so consistent])
+ Tool tips cleaned up
+ hooked up new for when disband unit action is disabled
+ Faction Editor Faction Creator hooked up
+ Mod Library button added to workshop
+ clicking someone without a soundpack uses a UI sfx, not a grunt/yes/ etc (less annoying)
+ Champion Lorebook/Context area Tweaked, adding Equip button that brings up EQUIPMENT, remove list of items
+ unit context: removed equip icon on medallion (redundant...button directly to the right had same functionality)
+ Map Notifications now display HUD icons on the map, event icons on the side, and when you click the event list icon itll take the player to the event they need to see
* Engine *
+ LOD levels on main map are now back to what they used to be for better performance
+ New shard effects, both dormant and tapped, that over 1/2 as intensive as their older versions (the joys of beam particles over billboard particles)
* Impulse Overlay *
+ Support for swedish, finnish, icelandic and spanish keyboards which have the @ symbol on an alt-gr modifier key. It is also now possible to enter some more unusual symbols too!
+ Wheel scrolling in friends list.
* Bug Fixes *
+ Fixed issue that was preventing quests from placing locations with their preferred type (CQuestDef wasnt saving the preferred type, so when the data zip was loaded, it would be null).
+ Fixed some crashes on load from if a unit type was retired while a unit of that type was in a training queue, since the unit type would be removed from the global vector but some things would still be looking for it on load. Now the function to remove a retired unit type checks the training queues of all the cities, too, and when the AI retires a unit type, it removes it from its list of designs.
- I think this also fixes some crashes on load from the testers downstairs, where I would see units looking for AI designed unit types that weren't in the unit type list anymore, as well as the loading in of the AI designed unit type vector, but I'm just making an educated guess based on the fact that the AI automatically retires unit types it designs itself. This does fix a reproducible crash related to training units at least, though.
+ Campaign: AI cities named correctly to match lore
+ Lost Library and Ancient Temple now using proper cloth icons for their built versions (lost library used to like ancient temple)
+ Fixed bug where using a soverign for a race not their own (ex. Relias with Capitar) then playing against the race you would have led (Altar, in this example) the random sovereign would retain your name (2 relias talking to each other)
Stay tuned
Matthew Gallant said:It's funny that they're calling it a Day 0 update when it is being released on the ass end of Day 1.
shock33 said:I liked that a post of the official forums that simply said the epic feeling wasn't in as the units didn't display as they had in the media leading up to release (with 10/20 soldiers displayed per unit to give a feel of commanding armies) got slated and turned into some witch hunt that he didn't understand what the game was about - EDIT and then locked which I thought was harsh
I'm hanging fire for the moment as I actually agree with what he was saying and wanted to wait until I'd read feedback from the day 0 patch, at the moment the impressions seem to be luke warm which is concerning, as even with GalCiv the feeling was it was a fantastic game that needed some work.
Victrix said:Game is still way too easy. I lost some games by setting map difficulty to Ridiculous, adding more AIs, and setting all AIs to Ridiculous, but otherwise, on anything up to Hard, it's still easy to bash through. The AI is simply too passive unless it has a huge strength advantage, which gives you the time you need to boom and then crush the computer.
On the upshot, the AI does seem to be playing the game now, even if you have to crank the difficulty to the absolute maximum and pack the map full of AIs to be threatened.
There's also still bugs and quirks in literally every area of the game.
Give this one a pass if you're on the fence, wait for a few more major patches, then check it out.
There's a lot of good potential here, but it needs more development time.
Sunflower said:There's no doubt this game was rushed out the door, mainly because every patch the game gets, it gets a LOT better. Last night's patch being the best of them all - this is shaping up to be a great game.
A shame they released it early, it'll hurt reviews for a game I have faith in will be excellent, but isn't there just quite yet.
epmode said:According to Stardock, it was either launch now or wait until Februaray. Apparently, self-publishing is only flexible for the big guys. Smaller companies have to bend to the whims of the retailers.
So yeah, this was definitely rushed and it still plays like a beta. Gotta get it out before Civ, right?
As it is now, it needs a massive balance pass, tons of bug fixes, a UI overhaul and a tutorial. I'm sure it'll be a lot better in six months or so.
Oh and there could stand to be fewer snarky posts from Brad Wardell on the Stardock forums. Dude does not take criticism well AT ALL.
Oh oh and it's pretty amazing that the Gamer's Bill of Rights has disappeared from Stardock's site. It had this great line about how developers should never release unfinished games.
arstal said:I still consider Stardock to have one of the whitest hats in the industry.
arstal said:I now know some at SD are aware of the RPS article- and apparently my assumption about it being a forum issue is correct. This really smells like a Kotaku-level hatchedtjob by RPS.
I just hope they react quickly enough before it spirals out of control- this is reputation-damaging potentially.
the guy being attacked will address each attack separately and turn toward each attacker, so I don't think so. only the modifier for the square you're standing on goes over the top of the character stats. think soDecado said:Are there attacking bonuses for flanking or hitting from behind?
yeah, there is a different difficulty setting for world and then the different factions. edit: oh wait, that's what the first post there saidarstal said:http://forums.elementalgame.com/392513/#2731694 This explains some things about the AI. There's a world AI, and indidual AI for each player.
BobsRevenge said:I kind of want to get this game. I don't care if its janky, really. I can dig janky. Is it fun?
But I find that these games are sometimes more fun before they start trying to fix everything. Might this be a case of that, or is the jankyness the unfun kind of jankyness?arstal said:It's fun now, the process of the improvements will make it more fun.
I'd recommend if you're on the fence, pick it up as a Christmas present. They pretty much guaranteed the next 16 months of their game studios time will be spent enhancing the game, and SD's support/patching is superior to even Valve's.
LocoMrPollock said:Game's a massive disappointment for me.
-Bad interface
-Bad presentation
-Bad battle system
I really see no reason to play this when there are better alternatives out there.
Like what (unless the game is really that bad)? Can't really think of any other games like this that were released in the last while. I guess Civ5 is coming and it'll have combat this time, though.LocoMrPollock said:Game's a massive disappointment for me.
-Bad interface
-Bad presentation
-Bad battle system
I really see no reason to play this when there are better alternatives out there.
Combat is one of the major improvements in Civ 5 actually. Not quite the same game though.Decado said:Like what (unless the game is really that bad)? Can't really think of any other games like this that were released in the last while. I guess Civ5 is coming and it'll have combat this time, though.
hehe. it's definitely fun now. but it's more of a methodical game, or I play it like that. so more work on it will probably improve it.BobsRevenge said:But I find that these games are sometimes more fun before they start trying to fix everything. Might this be a case of that, or is the jankyness the unfun kind of jankyness?
Sometimes a jankyness produces some hilarious or awesome wrinkles.
Joseph Merrick said:you can give him magic.. ?
BobsRevenge said:But I find that these games are sometimes more fun before they start trying to fix everything. Might this be a case of that, or is the jankyness the unfun kind of jankyness?
Sometimes a jankyness produces some hilarious or awesome wrinkles.
platypotamus said:Well I know that, I just haven't got him near my sovereign yet. Is that attack actually in a spell book though, so other people can learn it? Or is there a a way for the other heroes to learn these abilities later?
Basically, my various heroes that don't cast spells or use a bow aren't getting to do much in battle right now, but special attacks might change that.