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November 11th, 2003, 11:55 AM
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Join Date: Oct 2003
Location: Finland
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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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November 11th, 2003, 04:39 PM
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Location: Atlantis
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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
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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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November 11th, 2003, 04:53 PM
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Major General
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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.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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November 12th, 2003, 01:31 AM
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Re: Concerns about lack of Tutorial and Price of Game
Personally I think it's a little silly to be so worried about piracy. A low profile game like this would probably not be spread extensively, so it would be a big hassle for most people to find it...Given that it's just not worth it to take such steps.
Even ignoring the above - do you see ANYONE ELSE AT ALL in the game industry who release demos without an extensive readme? Hell, most have a tutorial.
I suspect that you are hurting sales badly by not including the instructions to actually play the game in the demo.
[ November 11, 2003, 23:33: Message edited by: mr.white ]
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November 12th, 2003, 01:46 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Concerns about lack of Tutorial and Price of Game
They seem to have realized that. I believe that the Shrapnel guy has said he pressed them for the release Version. And programmers never have been known to do good docs.
They are taking our suggestions here to heart. They are watching the growth of the "newbies" sticky thread. They are planning to add things like starter gods and a partially started game so that all the menu options will work for a new player. The needs for newbies to learn this game are being laid out by those best able to do it. Newbies who are learning the game.
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-- DISCLAIMER:
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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November 12th, 2003, 05:19 PM
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Re: Concerns about lack of Tutorial and Price of Game
Taqwus
Many thanks for the details.
I just ordered the Game and should you ( or anyone else ) have the time, I would be interested in knowing what kind of decisions you make other then Army based ones in a Game turn.
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November 12th, 2003, 05:47 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
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Re: Concerns about lack of Tutorial and Price of Game
Quote:
Originally posted by Black Cat:
Taqwus
Many thanks for the details.
I just ordered the Game and should you ( or anyone else ) have the time, I would be interested in knowing what kind of decisions you make other then Army based ones in a Game turn.
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Other decisions ehh...
Well most everything is related to Commanders, the only things not Commander related are raising province defense and fiddleing with taxes (though upping taxes usually means you need an army to patrol later). The magic system doesn't require armies, but it does require your mages to devote their turns to research, forging, summoning, or empowerment. You can also use priests to preach and build temples, mages to search (priets can search too) or build labs, and anyone can build a fort.
Most of the turn will be spent assiging your commanders to their tasks, and scripting your armies and commanders for any offensives you wish to undertake. Deciding what magic school to research, and how many mages to pump in research points is important too, but that doesn't usually take much time.
The economy is really quite abstracted (which is a good thing to many people as it cuts out micro quite a bit) there isn't much to directly do about it (other than tax and patrol). Most of the game will be trying to implement your grand strategy (be it based on magic or might or somewhere inbetween) and making adjustments to that strategy as you stumble on new obsticales or opportunities.
Bit of a ramble there, sorry... 
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