a0152570

a0152570

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163 Posts 686 Replies 3,754 Reputation

I mentioned this awhile back on a twitch stream and you thought it was a good idea but haven't heard anything so... Please add someway for the player to annotate the map (flags/stars..) or save locations. It is so very frustrating when you know your scout has found a key item location (hero, quest item..) many turns back and now your ready to go for it but cannot find it again on the map. And even if you remember the general area the structur

0 Replies 1,217 Views

Agree. Great idea and great write up Tsathoggua [e digicons]:)[/e] . Tully hope SD will do it in an expansion, it's way too major for first release.

5 Replies 32,903 Views

Consider adding capability to put user defined flags/text markers on the map? On and maps medium and up it gets very hard to remember and later find key items (like a frozen hero monument). it would be very helpful if we could place a user marker of some kind on/next-to it. Added user text would be great but even if they were just numbered flags that we could quickly return to, it would help a lot.

4 Replies 16,068 Views

[quote who="Director" reply="67" id="3516866"] Darca, if the weapons and defenses for a starbase are not meant to ever be useful then I think the devs should take them out of the game. Right now they are a waste of good constructors. [/quote] AMEN! make them really mean something or get rid of them.

81 Replies 43,523 Views

[quote who="Franco fx" reply="25" id="3513849"] Until they take down that beta disclaimer you must click to go play space emperor, I am not going to worry about balancing in the game. When Beta is over and the game is declared pretty much ready, I will complain if the sb aren't beefed up a little bit. [/quote] Don't wait Franco, that's what early access is all about, they have asked for feedback and ideas and i bet you have good ones [e digicons]*_*[/e]

81 Replies 43,523 Views

[quote who="Lucky Jack" reply="2" id="3516685"] ..... Can we also have less experienced ships crashing into each other while dodging missiles? etc. etc. [/quote] i think this would be hilarious, but of course it would really piss me off when my ships collided. You bring up a great topic for discussion, namely how exactly will ship experience be implemented. In GC2 all experience did was increase hit points. No idea what Paul has planned or what will m

34 Replies 32,365 Views

[quote who="crimsonsun_2000" reply="13" id="3516867"] loving the look and concept of the battles, my only negative comment was perhaps they were too short .... when those Titans were letting rip on the cutters but in he fights between smaller ships and thus bigger ones I would have expected multiple volleys being unleashed in order to destroy the target. [/quote] I don't think you can judge it based on this first quick look. Recall, The fight w

34 Replies 32,365 Views

[quote who="OPMmmGroup" reply="15" id="3516898"] Awesome sneak peek... I want more! [e digicons]:)[/e] Wouldn't it be even more awesome if one the the camera angles was cockpit. Imagine getting your ship destroyed while you view it from its fiery hull? [/quote] Agree, would (hopefully will) be way cool.

34 Replies 32,365 Views

[quote who="Empress_Fujiko" reply="14" id="3516868"] Thinking about it, I'm a little confused. Are the battles completely deterministic or is there a random element to it? In the stream Paul mentioned that in one case the outcome could have been different with just one missile missing. On the other hand, what I've read about the battle system indicated to me that the battles are deterministic. [/quote] I am sure i don't have this completely right b

34 Replies 32,365 Views

Great observations, few comments... [quote]Overall, I think the game is too easy. [/quote] I agree, the implementation of the dungeon master is may have a big impact here (alters the AI depending on how thing are going) but we don't know a lot about it or when we will see it. [quote]I’d like to see more aggressive AI in the beginning, currently the SK doesn’t pay much attention to me until it’s too late for him. [/quot

2 Replies 8,161 Views

Being able to click on an army icon in the status / summary panel (? Panel On the right in strategic map) is a nice and a convenient way to quickly move between your armies of interest. The problem is that by mid game you have amassed a lot of units that remain stationed (like administrators) in a city, all showing up in the list as a single unit in the order they were created/gifted. Most of these just become useless place holders taking up a lot of spa

3 Replies 2,083 Views

Sometimes after the initial strike, I see the poison cloud animation above a stricken enemy (usually on turn+1 after initial hit) but no damage is inflected and no alert message (like RESISTED) scrolls.

1 Replies 2,586 Views

beta 3.1. 2 Keplin mage heroes in game, first was high level (most skills learned). Whenever the second leveled up all available to be learned skill icons were highlighted as if they were already learned. If a new available skill was not already known by Keplin #1, it displayed correctly.

1 Replies 2,762 Views

beta 3.1. Does not happen often. Moving your army onto an actionable tile like a dungeon or cave and nothing happens. Moving off one space and back onto the tile in question gets the event to trigger.

1 Replies 2,778 Views

by mid game you have learned many spells, trying to remember which ones are strategic vs tactical is very hard. Once your mana reserves are up and you want to cast a couple of cool buffs on an army it would be great if you could quickly identify or sort the strategic spells from all the rest.

0 Replies 1,012 Views

Bugs (you may already know them, but just in case) 1) When the select a new spell screen popped up, 2 spells showed zero turns to learn. I selected one of these and I instantly learned it, bringing me right back to the choose a new spell screen. Repeated on the second “zero to learn “ spell. This time the choose a new spell screen did not come up. After that, I could no longer learn new spells. The small green circle that shows turns remaining to le

1 Replies 2,520 Views

1) Played several games on higher difficulty (above normal), it takes a while to build up your base and army before you ca begin much in the way of expanding (new settlements). By the time you’re ready, the SK has already settled and corrupted most if not all available sites. I am totally ok with this, what I do not like is that only one of the sovereigns can learn the ‘cleans shadow land’ spell. This makes it almost impossible for any

0 Replies 1,218 Views

I think you should make the shard growth more in line the the average map size growth. not 1 to 1 but something better than shown like maybe 1 to 0.5 e.g. if the map size goes up 100% shards would go up by 50%. Curently: tiny-small map growth is ~50% while shard growth is only 6% and Large-huge shard growth is ~zero. While you don't mention it, the number of settlement locations should also be increasing.

11 Replies 103,888 Views

[quote who="UnleashedElf" reply="1" id="3514802"] Lots of new weapons have gone in. We are playing around with the idea of letting trained units get to equip weapons as long as they have the proper profiency to use it (rational is that while it’s silly that 1 sword can equip 3 soldiers, it’s just as silly that 1 chain shirt can equip them too and let’s face it, equipping units is fun) I

13 Replies 9,497 Views

On one game i got lucky and found several heroes (one of them twice). I was able to put 4 into one army (2 Vanda's (?)) and after leveling up and equiping with advance armor/ level 7 weapons, they were truly a force to be reckoned with. Should you be allowed to have more than one hero in a single army? Your thoughts....

1 Replies 1,290 Views