Greetings, and welcome to the official forums for The Video Game Machine - the Game that Makes Games! If you've ever wanted to make a video game of your own, then you're in the right place. The goal of TVGM is to make the ultimate sandbox game where the making and the playing </em
ScottTykoski
Thanks P-Dex, it means a lot :)
This thread got me curious, and since I'm in before Brad... :) There are 2735 'Planetoids' in the Star Control: Origins galaxy file, so factor in the 200-ish Gas Giants (that can't be landed on) and you're sitting at just over 2500 plants to visit in SC:O
Looks really cool - those are some huge maps! :D Good luck!!!
Awesome, glad you're liking it Coyote! :D
For sure - this is one of the first things we fixed for v1.5 :) It should be out soon, but here's the change list until then... http://forums.sorcererking.com/478142/page/1/#3639821
Hey DCvM! Could you do me a solid and email your save-game to [email protected]? I want to make sure our latest code fixes these kinds of issues! Thanks! Edit: Yeah, this should be fixed in 1.5...if you want to update the the Opt-In I'd love to hear if it fixed your problem with stubborn Minor units getting in your way :)
[quote who="bmorris2" reply="1" id="3600136"] Well, they didn't even bother to tweet that they cancelled this week's dev stream [/quote] Yeah, sorry about that one, which was actually my call...I got crunched suddently and had to use that time to get something out the door :( Right now the core SK team has been spread onto other vital projects (Ashes and CEO stuff for Brad, Ashes and a mystery project for me, mystery project and LH for Charl
RE Workmans Hammer: The bug with this one is that the bonus isn't removed when the unit is taken out of the city (or the item is re-equipped elsewhere). So you'll see the +2 bonus when you first enter the city, but as of right now it's a permanent bonus. (On our list of things to fix - albeit below some bigger issues) :)
Yeah, definitely not your 'play style' that's the issue :) Save games from 1.01 and earlier had some bad data that we needed to work around. The 1.2 Opt-In update (out today) will include that work-around.
This is Working as Designed for the moment. Hooking up all 7 Minor Heroes to have swappable weapons was going to be significant work, so we made the call before 1.0 and we decided our time was better spent elsewhere :( I'd love to see it get implemented for 1.3 or 1.4 though...I'll bring it back up to Brad and the team!
The 1.2 Opt-In (going out today) has a fix for older save games having this problem. Basically, any game started in 1.01 or earlier would have seen this bug with certain minor race quests (since save files store the game data). We found a work around for the bad data that will keep the game from soft-locking.
Dig the feedback - thanks CD (sorry for the lack of dev traffic lately - nose to the grindstone and all that jazz) [quote who="The_Biz" reply="5" id="3584108"] there should be really tough decisions about how to manage resources, giving the player a reason not to just do the same thing every game [/quote] I have to say, I'm currently in the middle of one of my favorite playthroughs for jsut the reason. It's an Insane 1.2 game (that we'll be sh
Are these 1.01 save games on 1.1? If so then you'll just have to avoid those quests, I'm afraid :( We tried to figure out a work around but, unfortunately, those quests (when started in a 1.01 game and continued in a 1.1 game) are going to be messed up. I can go into the details if anyone cares, but for now the work around is either to start a fresh game or avoid completing those objectives :( sorry about that one.
What ranged abilities did you see this on? I only caught this on the Clerics abilities (which were fixed for v1.1). If you ever see this happen, it's simply an issue with having high enough Initiative where you start being affected by Charge Times that you previously didnt see (ie. If your first turn is in Round 2 then you're not going to have to wait for a 1 round charge time). Thanks!
Tested this... I start off bringing in 3 Magic per turn. When I set my L1 City to Produce magic, I bring in 4 magic Per Turn (no Claimed Shards). Once that city reaches L7 (still Producing Magic w/ no Shards), I bring in 10 Magic per turn. Seems to be working to me :) But let me know if you have a save game or a repro case where the proper bonus isn't being given.
Yeah, I'm going to talk to Brad about this next week. I've come to agree that charmed units should cost Logistics, and think he may be on the same page after seeing some of these charmed uber-stacks. I actually prefer the success rate being tied to your Spell Mastery (and thus being more predictable), as long as there's a cost on another end.
For anyone playing this weekend, I'd love to hear feedback on mana-balance with the new casting system. In my playthroughs I seem to have TONNNSSS of excess mana (we brought those numbers down initially to encourage casting with the old system), so I'm thinking about upping those costs on Monday to balance things out. Thoughts?
CW: Can you send me that save file to [email protected]? I want to investigate with the newest code...I can't get this one to repro on my own.
[quote who="BlackSmokeDMax" reply="4" id="3578399"] If it stacks wouldn't that be +7 movement for the whole army, or am I reading the OP wrong? [/quote] Oh, I see some of the confusion (I missed where the OP mentioned 'Stacking'). From my testing, there is no Stacking going on with 'Tireless March'. You can't cast it twice on the same unit, and it doesn't give a flat bonus to the army moves that stacks. SK uses the same s
So lets say you have a 'Doom Stack' of 7 awesome guys. For the horrible maintenance fee of -7 Mana per turn you can raise that stack's speed by 1...I don't see how this is a game-breaking issue :\
Fixed some of these and re-worded the description of others :) Changes will be in the v1.1 build.
1) The best source of help ATM is from the in-game (?) button in the upper right corner. We also have an updated manual on our radar, but bugs and improvements currently take priority. 2) We'll make sure to include this in manual v2, but this list is pretty good: http://orcz.com/Fallen_Enchantress:_Hotkeys Big changes are... ASDW pan the camera TAB will activate wha
Being able to cast the spell on any unit is by design - we've updated the description for the next update :) From what I can tell there is no stacking going on...can you clarify what you meant?
rohanian: There are a few fixes that didn't get in before the build cutoff, the Summon Wisp/Warg AOE fixes being some of them. They'll be in the update after 1.01 though - sorry for the confusion.