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  #1  
Old November 3rd, 2003, 07:27 AM

Watchdog Watchdog is offline
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Default Re: Concerns about lack of Tutorial and Price of Game

If the manual costs that much.......then scrap it. Seriously, Give me a nice PDF (I hate adobe but whatever) and save me some cash.

If company's stop paying for them, the price would go down considerably in a few months. But that's neither here nor there.

I always lose my manuals anyway.

[ November 03, 2003, 05:28: Message edited by: Watchdog ]
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  #2  
Old November 3rd, 2003, 07:34 AM
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Richard Richard is offline
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Default Re: Concerns about lack of Tutorial and Price of Game

No we have to have a printed manual, it is the number 1 way to stop pirates. Normal manuals are fine as far as costs go.

Quote:
Originally posted by Watchdog:
If the manual costs that much.......then scrap it. Seriously, Give me a nice PDF (I hate adobe but whatever) and save me some cash.

If company's stop paying for them, the price would go down considerably in a few months. But that's neither here nor there.

I always lose my manuals anyway.
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Old November 11th, 2003, 01:52 AM

Black Cat Black Cat is offline
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Default Re: Concerns about lack of Tutorial and Price of Game

I have bought most of Shrapnels Games but FWIW I really don`t understand the lack of at least a text tutorial for a mini game in the demo that would at least highlight the building-research-battles-magic aspect and how they relate.

It would take what, about an hour to write one up...??

Something like do A then B then C, so you get D.

In a Game that all the vets from D1 ( which I did buy but gave up on due to the poor quality of the interface descriptions ) say is rich & complex, the Demo, with no clues as to how to make things come together is either going to leave people with the idea this is simple & dumb or so confusing and a pain to learn, they won`t buy it.
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Old November 11th, 2003, 02:09 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Concerns about lack of Tutorial and Price of Game

There is a doc file with the demo though its pretty bare bones. There is a thread pinned near the top of this forum, something about "lost people", which has much more
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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Old November 11th, 2003, 11:55 AM

Shael Shael is offline
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Default Re: Concerns about lack of Tutorial and Price of Game

well that 50$ is a heavy price to pay but i pay it gladly

about lag of tutorial well does not bother me....
i learned dom1 via trial & error
it really is not that hard system just look at it for sec and you know the basics...

try and get your *** whoped couple times and you are fine...
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Old November 11th, 2003, 04:39 PM

Black Cat Black Cat is offline
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Default Re: Concerns about lack of Tutorial and Price of Game

Quote:
Originally posted by Gandalf Parker:
There is a doc file with the demo though its pretty bare bones. There is a thread pinned near the top of this forum, something about "lost people", which has much more
Bare Bones is an understatement on the Doc file and the Newbie Sticky just about gets you to start a Game.

I really would like to buy this but need to know if there is more in it then Make Army-Fight Battle-repeat.

Let me try some specific questions.

Is there any kind of a economic model in the game ?, in other words do you build up resources to produce Gold or is that fixed in each province ?

How do resources & gold effect what you do ?

Is this Game really designed for H to H or is the AI reasonably decent ?

Thanks
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Old November 11th, 2003, 04:53 PM
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Default Re: Concerns about lack of Tutorial and Price of Game

Black Cat --
The economic model's not that complicated compared to, say, Civ. Basically, there's gold and resources.
Gold: shared in a nationwide treasury. Generated by taxpayers, certain magical sites (including mines; you can't build mines, but can get them randomly), alchemy (turn fire, earth gems into gold), random events. Spent on units (generally reflects rarity/training), unit maintenance, building construction (temples, labs, castles), province defense, repairing damage from random events.
Resources: local. Used in province and adjacent provinces if they have castles. Does not accumulate -- use 'em or lose 'em. Required for training most units; amount reflects equipment e.g. knights require a lot, barely-armed militia very little.
Castles: Improves resource utilization (locally), sucks in resources from neighboring provinces, boosts tax income. Boosts related to administration value. Also permits production of national troops, with exceptions (underwater/land difference).
Taxes: Rate defaults to 100%. High taxes result in less taxpaying population due to people fleeing, starving, and being killed by your patrols after they revolt. Low taxation levels may ease unrest.
Order, production scales affect taxes, resources respectively as well. Growth may, don't recall; it has a long-term effect on no. of taxpayers as well. Heat/Cold affect taxes negatively if your people don't like the local conditions.

There's no investing in, say, trade guilds or loans or banking centers or what-not. It's not a civil-development game.
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