geniusisme

geniusisme

Joined Member # 5386927
1 Posts 33 Replies 346 Reputation

Galor actually makes more mana from shards and his spells costs less mana, and those skills are at the root of the skill tree. He is ok, except for clairvoyance thing, which doesn't play well as a core mechanic.

16 Replies 125,665 Views

[quote who="ls35a" reply="21" id="3525004"] Yeah, the mid to late game turns on CiV, even on a smoking PC, take forever. Not fun. [/quote] I personally didn't have such experience on my 5 year old PC. I admit they are longer then in FE, but with no such strange issues.

22 Replies 46,121 Views

1. Seems reasonable to tie the two. If it were different slides, it will be just addition to difficulty, but tied togather give players choice of playstyle. 2. Empire building is a must. Without it it is no more 4X, even assymetrical one. For me it feels almost ok now, but a little bit of additional city spaces (or ability to create them via spells, quest, etc) would be nice. 3. Expansions are great, but it is too early to speak about them in any level of detail. 4. &n

34 Replies 183,674 Views

What will be worth exploring depends on how the base game will go. For now I do not feel doom timer pressure at all, but get multiple one-shoting apprentises in weak huts instead.

2 Replies 5,771 Views

I agree with first change - if outpost cost logistics, resource buildings should not. Now we have double taxing with both consuming your logistics. And i do not see clear reason for the second change. For quick start there is additional logistics, and you can choose how you spend it. I see no need to additional complexity here.

9 Replies 13,607 Views

[quote]I wonder if there's an API to force it to use the discrete. [/quote] one minute of googling. http://stackoverflow.com/questions/16823372/forcing-machine-to-use-dedicated-graphics-card

4 Replies 15,458 Views

[quote who="Frogboy" reply="16" id="3507333"] I hear a lot about "persistent bugs" and yet when asked what they are it's either a list of feature requests (saving a game in a tactical battle) or issues that we just don't agree are "bugs". We want to fix any bugs that are troubling the player base but it's hard to do that when no one is actually naming these bugs. My suggestion would be to make a lost called legacy bugs and list bugs that are bothering you. <

21 Replies 74,036 Views

Naphaz has this red cross on his weapon slot, so thought one cannot give him a weapon till the very end of that game. With weapon he really looks amazing. I found Peregan with melee weapon is good, too. Most of his abilities works with sword, and he is cool firing swords from his bow :). Low hp is an issue, but manageble.

3 Replies 7,339 Views

Dr Franknfurter. Sorry for skrewed up numbers :) - I haven't played many games of Dominions, but from that few I found that you basically line up your troops and issue orders one time Then you "test" them in battles, pretty much with the same position/orders. -Strategic speed is ok, as I've mentioned above. - Ranges. I ju

67 Replies 277,173 Views

1. About tactical battles being a test for your units and spells/skills/equip you've aqired: there are games where this is true, namely Dominions and Endless Legends. Played have very limited control and units just clash into each other, "testing" their powers. I see no reason tactical battles to be "testing" in the presence of full manual control. 2. Battles already have pretty neat mechanics to become interesting: initiative, swarming, passage blocking. These shou

67 Replies 277,173 Views

400 (average likelihood) * 100(or so items) = 40000. Type was not enough? Really some 16 bit type was used? Was the reason behind this rand() which can't actually generate more than 32K? No surprise random things are not very random.

21 Replies 21,859 Views

[quote who="Thormodr" reply="8" id="3502719"] The unit editor seemed to be used by most people to just pile up initiative boosting stuff. [/quote] One can still pile up 6 initiative rings in one's high level rider and enjoy 3-turns-in-a-row. Overall, i think ordinary units have just enough individuality with these forged items. I also don't think we need some choices on level up. Every unit except soldier has potent level-ups now, and this is OK,

15 Replies 18,297 Views

Bugs that were around for ages: - AI moving multiple units in one square in battles. - Units (i've encountered in battles only, but possibly happens in global, too) hijacking mouse events of GUI above them. - Sometimes you just cannot select a square in battle (mostly because of Verda). It is even worse, because you can no longer rotate the camera. - Simultanous events in AI turn leads to non pleasant effects. Like shard is destroyed -> Go to -> show

26 Replies 33,080 Views

First of all - thank you, StarDock for working on this game, it look very promising. Here are my concerns and observations of big picture - features and mechanics that have strong impact on game experience. 1. The real difference from FE:LH is crafting and, maybe, logistics. Thats good, but IMO not enough. One big enemy with some lesser fractions fiddling around really doesn't feel that different. Battles are not something new, too, though completely differe

26 Replies 33,080 Views