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That's how I'd do it, anyway.
You do realize how ambitious you're making the whole raven thing to be, right? I doubt any of those alpha assets are in the game. You would have to rebuild the entire concept. The only time we can see the outside of the Raven is during a pre-rendered cutscene.
But overall -- I agree, official modding support to make our lives easier would be amazing. I have a few ideas of my own (mostly to deal with those boring battle maps.)
Things that sound fun, and things that actually are fun, are often two very different things.
I think the rotation between RPG-politics-strategy-RTS-Dragon is fairly brilliant design. It keeps things fresh, and they mesh together quite nicely. Throw away any one element, and the game becomes less for it, if not outright broken.
As for mod support, there's no official word yet. However, the fact that the game resides in "Mods/Main" in several editable chunks is highly suggestive of it.
- What you do on the Raven impacts your arsenal, your generals, your army and your dragon.
- What you do on the tactical map impacts your overall strategy, your units during battle, and your resources.
- How you start and go through RTS battles is impacted by all your decisions, research, played cards and strategy map moves.
- Whether your dragon is effective relies on your played cards, the condition of your army, and your research back on Raven.
- The outcome of the fight affects how many of your earned cards and units are still available to you afterwards.
From what I can see, most criticisms of the game come from people trying to play as if it's just an RTS or just a boardgame or just an RPG, isolated. That won't work. You have to mind every single aspect, because they're thoroughly connected.
Micro-management refers to taking control of individual units among dozens or more...
Yes, the RTS part of gameplay isn't your typical StarCraft clone. It's different. That's hardly a negative quality.
By the way, constantly spamming units leaves you without a back-up resource pool to counter enemy's builds. Just like in StarCraft, actually.
Nice generalization. Except that game completely playable without RTS part at all via auto-resolve. And RTS against AI completely winnable without dragon. And dragon without army completely impossible here. So you can play without seeing a dragon once. Here one more generalization for you - lot of people consider RTS part as a complete fail.
Yes, if balance is not positive then unbalance is not negative. If devs given "spoils of war" to cheapest unit and taught AI to ninjasteal player secondary bases then they just have broken defence turret concept - no point to build turrets at all. Nice one.
Keep saying that. AI spams like no tomorrow and if you not spam against good player than you will be overspammed. Builds shmuilds.
There are also minor impacts to random stats based on your voting, etc., as well as occasionally very major ones. Plus game cards and technology and other things.
Which, as I said, seems to come from them trying to play the game like yet another StarCraft clone.
There are actual balance issues out there, like the overly helpful Warlocks, but...
It's actually a theme on this forum to see "Dragon is useless" and "Dragon is OP" threads on the same page. That's on top of usual "AI is useless" and "AI is OP" threads, mind you.
When people complain about balance being skewed in two directly opposing directions, you have to wonder.
Could be a legit criticism. I'm not an expert enough to talk about it.
Another problem is people being too hasty to judge the game on lower difficulties or earlier levels.
In fact, even if you don't observe how your build your own units, the AI does - it will build direct counters, much like any other competent RTS AI. It even counters your dragon - so if you rely on him too much, expect to see half the map cover by anti-air and your lifespan drastically reduced.
And I'm sure you can do both given enough skill or low enough difficulty. But is that really a problem?
High-level balance in Multiplayer is another thing entirely though. You don't exploit every nook and cranny in the Singleplayer campaign.
All that needs improving is map size and a slight nerf to ai rush tatics. Blobby combat happens in some rpgs I dont think you can do much . Mods good more dragons good changing the game entirly and removing the whole commander aspect no dont be silly make a differnt game for that wont be very good as its to limited in concept. But hey thats what kick starters for.
Vagrent when I said I rarly used the dragon it wasnt be cause I couldnt but because I didnt want to I was enjoying setting up conncurent attacks with mustard gas followed by buster bombs in precision paterns cause im actually decent at multitasking I can switch in and set things up and then go support troops as needed . My dragon always showed up to watch the capitals fall.
If you want to rewrite there game via mods fine do it but dont assume that everyone agrees
Theres equal threads on rts is to micro or to simple dragon op or up and so on its a new game some may be patched in this was probobly done on a budget of 2million or less
The AI is good at reacting to a player, and their movements, and a lot of the fun in the RTS comes from dealing with how the AI reacts to you. I'm not sure that the battles would be interesting enough if it was an AI fighting an AI, doing the same moves, the same counters... without the random element of the player, it would probably end up feeling artificial.
I see no reason to change the gameplay of the Risk Map, although the AI could use improvement and use transports more to bypass heabily defended countries, and build more sea and air forces.
Adding the Raven on the battle doesn't really seem like a good idea. If losing it causes a game over, it means that. If losing it doesn't cause a game over... why not? The way you want it implemented also stinks of an escort mission, and every single RTS battle as an escort mission? No thanks.
Also, the Dragon has no mana pool, and no regenerating mana. Were you paying attention? So you'd want to mod that stuff in and then figure out how to balance mana, cooldown, and power for both regenerating and non-regenerating. If you wanted to use the jetpack's charge as the mana, even more balancing and testing headaches.
There are Custom Campaign settings for single-player and multiplayer. If you want to make units hard or impossible to build on the RTS map, you can do that. Set the Recruit cost Multiplier to 3, and the Recruitment Citadel Income to 1. When you only are getting 1 Recruit per RC every 5 seconds and need 9 just to build a single Trooper, your starting units will become a lot more important.
Yes, sometimes you don't need to use the Dragon to win and beat an map through RTS management alone. Yes, sometime you can win using only the Dragon, chipping away at masses of enemies while hiding your few troops in your base.. But it's using both working together that makes the game work the best.
I agree that Turrets should be immune from Spoils of War, and the time it takes to capture could go up a bit.
Press - (minus) key on your numpad. You can speed up or slow down any battle.