So after hearing about it for a while, I decided to take a look at the current state of Ready to Play. Since I installed it from impulse, I assume I got the latest version. Now my impressions: It recognized my login info from impulse. That is convenient, I suppose. Then it asked me to configure my matchmaking priorities, and my own info. The asked information was utterly meaningless: It asked my skill level, which means nothing. How skilled one is depends on game or ev
Netriak
Experience is not shared in master of magic. Every battle participant gains the full amount, as if said participant defeated the entire army on its own. The amount of experience gained for a unit participating in a successful battle is solely dependent on the enemy forces.
The fame loss for razing a town is equal to the fame loss of losing one to the enemy. No fame loss for an outpost (no build que yet and such) Otherwise you lose 1 fame for every 4 thousand units of population, rounded up. So a 6.500 population town equals two fame lost if you raze it. After having conquered a town, you can indeed no longer raze it, just turn them into settlers. This does not result in loss of fame though. Dark elves are the most hated of all ra
The first time you run the game, you have to do so as an administrator. Otherwise what will happen is exactly what you described.
From the master of magic official strategy guide, page 397. That anwsers your question about difficulty settings?
Just wondering, did you try downloading Demigod manually from [link]http://anywhere.impulsedriven.com[/link]? Although those servers are not the fastest, and only Stardock published games can be downloaded from there, it does allow you to bypass impulse's download system entirely and use a download manager/browser of your choice.
The version number is displayed only on the save/load screen, not on the main menu. You do indeed patch the game by simply overwriting the old files with the new ones.
That windows client/version is very unfinished. It is not really playable in its current state. It misses features such as, you know AI. It also is no longer under development. Use dosbox instead.
Monday afternoon here.
But dragon age is fully real-time. So was baldur's gate if I remember correctly, although it had the weird concept of the personal initiative round (Everyone had their own non-synchronized turn sequence, although that affected only some actions, others were fully real-time). So what does continuous turns mean? Or what do you think real time means, because dragon age is as real-time as you can get, it most definitely has no concept of rounds, or turns, or anything but seconds and milliseconds.
How other games do it? Master of magic used the one-dice for every point of attack/defense I described. Age of wonders used an difference between attack/defense determines to hit chance, damage stat determines damage system, with damage being a separate roll. Civilization is hardly relevant, being a game without tactical combat. Heroes of might and magic gave every unit a damage interval, with the difference between attack and defense giving a (capped) percenta
The number of rolls is hardly an issue. As a test, I made a single-threaded c# application. 1 billion dice rolls took 24 seconds. So those 10 thousand rolls will take .24 milliseconds. Hardly excessive. You must not forget computers are fast nowadays.
[quote who="jeffaflord" reply="13" id="2434538"]I am still confused quote"Having just acquired the Elemental Beta yesterday, " I pre-ordered on Oct 18, Pre-order page still says not avaible till after the Fall. Am I missing something? Enabled all demos and Pre releases and still no love. What hoops do I have to jump through to get in on the Beta? [/quote] No, you are not missing something. I acquired the game/beta through special circumstances, not through pre-ord
[quote]If you're using say ATT 10 DEF 9 units, when the rolls are using a more normal distribution what you're going to see is more cases where the numbers are similar, which means 1 damage in this case. With wider variation in the rolls, you'll see more zeros and a lot more 10 damage turns.[/quote] The amount of zeros you will see in both systems are approximately the same: 50%. While the average damage in the lots-of-dice system will be about 1, you will also see 2 and 3 damage quit
[quote]It's probably easy to replace one roll (0-attack) vs. (0-defense) by 2 (or even 3) rolls in the same range. This gets you a bell curve without requiring tens of dice rolls. The 2 rolls is particularly nice since on average you get your attack defense value.[/quote] No, I don't think that will get the desired effect. Let's say you use the two roll system: Again, we have 1000 archers, with 1 attack. With a 2 roll system, the 9 defense monster will take on average 14 damag
Trading hits back and forth has less to do with the random distribution, but more with the amount of hitpoints/strength troops have. Lots of hitpoints/strength will result in troops hitting eachother until one dies, very few will result in short brutal combat. The distribution is more about the effect and reliability of differences between attack and defence.
Having just acquired the Elemental Beta yesterday, I have been reading the beta forums. I noticed that it seems that Stardock is planning to use a system where attack and defense rolls are a single randomly generated number between 0 and the attack rating, with every number having an equal chance. I don't really like that system, since it is too random: You would need absolutely ludicrous amounts of defense for a powerful creature to be able to withstand to a horde of lesser o
Your earlier post did not vanish. I answered it. [link]http://forums.impulsedriven.com/367123[/link]
[quote]I'm on the fastest speed possible for where I live. Demigod took 5 hours to download...[/quote] That would give you about 1mbit/sec, if I calculate that correctly. Although it is not that fast, it is still faster than dial up. Some countries still have areas where you are stuck with that.
I have an 100/100 Mbit connection too, and downloading Demigod is indeed faster than extracting it. But do you also have the problem that some games do not download fast at all?
It's not the difference between 1 file or many. It is the difference between servers. I can also get that same difference I mentioned just by installing another game. Some games seem to be located on a server with a fast connection to where I live, others are very slow. Can you find another explanation for why I can download one game with 10MB/sec and another with barely 400KB/sec?
What I primarily notice with Impulse is how glacial patch downloads are in comparison to a full game archive. When I install a game from scratch I get a steady 10 Megabytes per second, allowing me to download a big game in a couple of minutes, which is as it should be. However, whenever a patch is released, the download speed is about 200 KB/sec, a mere 2% of the full game download speed. While I understand the reason for this behaviour, only the full game archives are mirrored to th
[IMG]http://www.speedtest.net/result/478762919.png[/IMG] Although I do not live in Sweden, the internet connections here in the Netherlands are not all that bad either. I assume this is sufficient upload speed to use the '/localproxy' switch, although I do wonder what the lower limits are.
It is not. Normal Impulse download speed for me is about 6.5 MegaBytes per second. That is for full game downloads, not patches. Impulse anywhere is always glacially slow, since it does not use local servers. 60 Kilobytes, being a hundred times slower, is therefore not normal if you have an internet connection that allows greater speeds. Possible explanations: - There is something wrong with the particular server Impulse is using for you location. - There is something
Okay, let's see: Such a dual display would require pretty major rewrites to implement. And it does not seem THAT more practical than running two instances of galactopedia at once. And the numeric tags? There are no such tags in the tech tree xml that I can see... What use does such a number even have then? The visualization of the tech tree looks nifty, but I can get a pretty good idea of the position of a tech from the tech tree display itself. In fact, due to tech na