Dr Franknfurter

Dr Franknfurter

Joined Member # 2194179
6 Posts 187 Replies 816 Reputation

XWerewolfX , I saw the first version of your post. I felt your pain and frustration. It was part of what made me so angry. I don't think fans deserve to be hurt by one person in a game company lashing out at people. I'm glad you feel better now, but that doesn't excuse Frogboy for the hurt he caused. <a id="ctl00_ctl00__Content__Content__Repe

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On bugs: [quote] Where I tend to draw the line is calling something a "bug". Could be too many years spent in engineering but that is a term that has a very strong meaning. It is the equivalent of someone in a discussion saying "This is factually incorrect". [/quote] I think of bugs in different terms (from http://www.oxforddictionaries.com/definition/english/bug ): [quot

48 Replies 67,571 Views

Heavenfall, that's very impressive work from LH (and certainly makes the world look a little more magical). What ideas do you have for how to handle river-ends? Frogboy mentioned ruling out lakes, swamps etc. Although I think foul swamps, an acid lake with a green acid river would be cool, just not for all rivers. I like the cracks/chasms idea from Leo in WI. It should look great for the magma, corrupted and blood rivers. For the bog-standard, non-lava, fresh water sort of river..

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I just want to clear one bug up: [quote] Tooltip text uses the color red. (not a bug. Red is a standard way of conveying you are missing something) [/quote] That isn't the bug. The bug is that it doesn't show : Unlocks 'slave pits'... Which is the only important thing when deciding what tech/skill to aim for. I would like it to read [in white]: Unlocks 'slave pits'... [in red]: Must h

48 Replies 67,571 Views

Currently rivers have a start and end point. The start is shown as a spring, the end on the cloth map looks like the mouth of a river, but only on the cloth map and not actually attached to any body of water: I think rivers should (at least usually) end either at the coast or at a lake or large body of water. So many real cities and peo

11 Replies 15,352 Views

[quote] 1. Demanding instant forum feedback from developers comes across as incredibility entitled. [/quote] Using the word 'demanding' is incredibly defensive. It suggests an unreasonable and aggressive request. It attacks the nature of the presentation and not the content. It is saying "I wont respond if I don't like how you phrase your bug-reports". Feedback on bug reports is not, I think, an unreasonable request. Al

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I really appreciated the 'check-in' section. It's the most transparent list of changes I've seen in a Stardock game. Much more useful than 'lots of fixes'. I'm also looking forward to more spells (as I mentioned there are currently far fewer spells than FE/LH)... but I can imagine it'll cause some chaos to throw in lots of untested/unfinished spells. Bows will be very nice, will anyone be able to equip them or only Peregan? Random maps is such a large addition

21 Replies 73,607 Views

[quote who="Frogboy" reply="19" id="3506959"] Quoting XWerewolfX, reply 13 Surprised this thread wasn't addressed. unfortunate. cut us a little slack. The thread went up Thursday late afternoon. its a great thread and many of these are in the bug list, some already fi

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Also, for lingering Design issues raised by the community (randomness, glass-cannons and dice-rolls) but never discussed or changed: http://forums.sorcererking.com/392412/page/3/#2735759 With the prescient comment by luketan August 26, 2010: "PREDICTION Even after 1

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It does feel like bug reports aren't being listened to when no one from stardock is available to comment. Also, while looking at old bug reports I noticed more than just the movement issues in those 4 year old posts. List of Legacy Bugs from War of Magic Movement bugs, stacking in combat <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl03__LinkUser" class="h

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[quote who="Dhuran" reply="3" id="3506689"] Have you thought about adding in the capability for spell reagents? Basically you could add certain ingredients to certain spells in order for additional/increased/different effects. That could give some more interesting options on what to do with all those ingredients in addition to the crafting options. [/quote] I think this sounds great. Cheaper spells and random maps are probably the most game-changing additions. Lookin

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I'd love it if Stardock had a proper, itemised Changelog (with a list of actual bugs fixed, something more helpful than "Lots & lots of misc bug fixes"), a Known bugs list (so you don't waste time reposting stuff)... I don't know if there is any point at all to spend my time reposting bugs that have been posted before and never fixed. Be it one week ago, a month ago, or as <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl03__LinkUser" class="hand" titl

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[quote who="mqpiffle" reply="1" id="3506272"] Unit moves displayed incorrectly. 1. The Group has 0/3 moves remaining. 2. Naphaz is reduced to 0/4 (not 1/4 as you may expect) 3. Other units in group are displayed as 3/3 but actually have 0/3 and are unable to leave the group. These movement issues have been around since WoM. It's unacceptable that they still exist. [/quote] *Insert very a

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Bugs seen in game version [0.79] AI and Balance Issues: Early game (turn 11) stacks of darklings/archers. Two stacks, of 5 and 4 here (~10 tiles from my starting city). (as well as lots more around). The Archers are in an army made from 3 groups, two have 3 members

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The help menu references the concept of items being 'Soulbound' so they're locked once equipped and can't be given to another. I think it's really good they dropped this odd, MMORPG type mechanic. But, that said by dropping it they left a big hole. I agree with mdonais that without a cost (time, mana, other) it's open to abuse and encourages ann

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I'm also looking forward to seeing what the team have planned. mqpiffle , I completely agree with you. I think the words you used were entirely justified and show an honest, clearly stated and important issue. Clarity . With that in mind, and since we're discussing the swarm mechani

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Thormodr , thank you for the support. I'd have stopped posting a long time ago without your support and others: davrovana , <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl02__LinkUser" class="hand" title="Click user n

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Imperial Enforcer missing description: Asking neutrals for crafting recipe gives blank reward screen:

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Also, if anyone is interested here's my SK designs folder on dropbox . It's where I stick buggy savegames/illustrated design ideas etc. I'm switching from GIMP to Corel Draw too. I used an old version of Corel Draw in school and find it much more elegant, pleasing and easy to use. But GIMP isn't terrible once you get to grips with its quirks. The corel draw file is us

37 Replies 230,848 Views

"These are great. I know we got off to a rocky start but you've won me over, Franknfurter." Thank you. I'm glad that conflict has resolved peacefully and our conversations are now on the real issues of game design/mechanics/fun. I'm sure we won't suddenly be agreeing on everything but hopefully we can talk through disagreements a little less emotionally after building up a bit of a dialogue. (Also, I find writing the bug reports helps me explain and put

37 Replies 230,848 Views

(This thread and 'on tactical battles could really do with being merged) Frogboy, yes, movement speed as in tiles per turn. Not animation speed. mqpiffle - I agree that swarming isn't mentioned in any of the damage tooltips. I think Frogboy would argue that as you see the other units move you know that *something* is going on. Though I think what many people assume is that all surrounding units are getting a free attack in. Concerning range - Heroes of might an

67 Replies 276,607 Views

I wonder... I read this before but didn't comment, I've been thinking how I'd do it. I'm still not sure. The idea is simple, elegant and bold but extremely tricky. It's nice. A mad, bonkers but wonderful idea. So, the million dollar question: Could a map-stamp be generated from a save-game?

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geniusisme, 1. I like the dominions comparison... but dominions does have unit scripting and positioning, which actually makes combat much more tactical even if it's instant (only watching the replay takes any time). 2. I'd love for movement speed to come down... but I like slower paced games. Mostly it's the tactical movement speed that's the problem not strategic (Even the medium maps feel very big atm). 3. I agree but see 4. 4. What issue do you h

67 Replies 276,607 Views

it's in the beta 0.751 snapshot in a limited form... but the effects of those items are little +1 bonuses. Which in practice means you can make all your hero accessory slots useful early game. Late game a few +1s here and there isn't enough to keep any fragile units alive against any serious opponent. So it's mostly just another buff to heroes early game and a bit of added micro late game. Which makes me think it's not going to work in the current form. +1 hp to any un

22 Replies 18,411 Views