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Author Topic: Warlock: Master of the Arcane [Paradox]  (Read 34558 times)

nenjin

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #75 on: May 10, 2012, 11:20:30 am »

FWIW, dropping parenthetical statements into a smaller font doesn't make it any easier to read :P
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forsaken1111

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #76 on: May 10, 2012, 11:57:19 am »

I'm annoyed because the nested parenthetical statement wasn't in an even smaller font.
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Bluerobin

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #77 on: May 10, 2012, 12:01:58 pm »

Yeah, I tried a couple different things then I decided I'd spent too much time on it and went to go be productive. I'll probably change it again later, maybe change the color or something. Also, I tried to make the nested parentheticals smaller, but the editing interface doesn't have anything smaller than one size smaller and I didn't try to do it by hand :P (edit: figured it'd take 30 seconds to test and it works, so that's fixed). Basically, average effort in formatting + substandard effort in writing = overall not great. The info's all there, though, if you make it through.
« Last Edit: May 10, 2012, 12:04:14 pm by Bluerobin »
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

forsaken1111

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #78 on: May 10, 2012, 12:03:49 pm »

Oh no worries, my brain is wired to get annoyed when an observed rules set isn't constant throughout.
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Bluerobin

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #79 on: May 10, 2012, 12:10:21 pm »

There we go, colors! Also, 6pt green among the 8pt brown, just for you forsaken. :P

Also, the bear summon spell from Fervus and the arrow shield spell from Lunord work pretty nicely together for a low-cost beefy summoned unit.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

forsaken1111

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #80 on: May 10, 2012, 12:21:22 pm »

yay!  :D

Also much more legible.
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Nelia Hawk

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #81 on: May 10, 2012, 01:13:36 pm »

somehow i wish it would be "a bit", no actually "alot" more similar to "age of wonders 2 shadow magic", still think aow2sm is a extremely good game in terms of the whole troops/magic/towns aspects.
warlock has sooo much potential to be one of the best games in this fantasy/civ/magic genre...

i.e.
-building temples to the gods to get more quests from the specific god.
-alot different races
-enchantments visible on attacks/weapons
-able to "resettle" a town population from i.e. humans to your undead race. (as it would reduce the "upkeep" of the diferent town race. atm i think you would have to raze the whole city and resettle it completely.


also a modding tools would be amazeing for warlock... realy hope they realease some type of modding tools for this game for i.e. a age of wonders 2 mod, or a warhammer fantasy mod (was a bit invoved in the (now dead) civ 4 warhammer mod (little bugreport/lets play story of when i played civ 4 warhammer http://forums.civfanatics.com/showthread.php?p=8210232#post8210232) and warlock seems to be a good base to create a warhammer mod with)
modding tools like:
-creating new races
-createing new neutral races
-adding/changeing building stats
-adding/changeing spells
-adding/changeing units
-setting what gfx to use for a unit/spell (maybe even how many tiles a chosen spell gfx should be i.e. fireball 1 tile= 1 fireball, fireball 2 tiles = on all 7 tiles one appears or so)
-able to set scaleing of units/effects/buildigs (0.5 human size= halfling/dwarf, 2xhuman size= titan)
-able to set number of shown troops per unit.
-able to color spell effects

even if i would have to recycle the current avaiable gfx for buildings/units/spell effects for now, warlock could be a great base game for modding. so i realy hope they support modding later with some official modding tools...
« Last Edit: May 10, 2012, 01:29:55 pm by Nelia Hawk »
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SeaBee

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #82 on: May 10, 2012, 02:00:30 pm »

Shadow Magic is a fantastic game, and quite playable on modern systems. So is Dominions 3.

I'll give Warlock another serious try in a day or two. Comparing it to MoM or the above two mentioned games makes it disappoint me, so I'll make myself avoid the comparison and see if I can enjoy it more.

It's better than Stardock's Elemental: War of Magic game, though. That's something!
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Bluerobin

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #83 on: May 10, 2012, 02:18:31 pm »

Oh, has anyone had weird spell effect happen periodically? Example: I was fighting an undead AI and they were throwing waves of summoned wolves and skeletons at me, so I pulled out the Lightning Storm spell and zapped some of them. It's supposed to hit a target and all surrounding tiles, so it hit the 7 targets and I was content. The next time they sent waves against me I used it again and I got some sort of spell overload thing and it hit the seven tiles I was expecting, PLUS the next layer of tiles too (the tile and TWO rings around it, 19 tiles total I think) and did some bonus damage. I think I saw some popup text that that had the word "school" in it among all the damage numbers, so maybe the mage I chose is especially good at that "school" of magic? I mean, it was supposed to happen, I just don't know what happened to cause it.

Also, I just found this AAR linkedby Paradox on their forums, so I might be worth checking out for people who want to know more: http://forum.paradoxplaza.com/forum/showthread.php?605871-This-iS-A-R-D-A-N-I-A!-A-Warlock-Master-of-the-Arcane-AAR

Edit: Whoops, let's finish writing the post before submitting next time.
« Last Edit: May 10, 2012, 02:22:23 pm by Bluerobin »
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Neonivek

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #84 on: May 10, 2012, 02:21:50 pm »

There we go, colors! Also, 6pt green among the 8pt brown, just for you forsaken. :P

Also, the bear summon spell from Fervus and the arrow shield spell from Lunord work pretty nicely together for a low-cost beefy summoned unit.

I would expect nothing less from Fervus who on some maps was nearly almighty. (Shadow Beast maps)
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Korva

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #85 on: May 10, 2012, 03:32:51 pm »

I tried the demo on account of the "kind of like MoM" rumor, but wasn't impressed. There was nothing that really reminded me of MoM, which is a shame. I'd love a real, proper successor with all the features (and maybe better AI) and I don't know why, in the light of how many people appear to feel the same, it just isn't being attempted.
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Bluerobin

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #86 on: May 10, 2012, 06:13:51 pm »

Oh, apparently there's a terrain feature called "holy ground" where you can build temples to gods that increase your relationship and give you more quests from them. I just haven't seen it yet. I feel like this game could benefit from a civilopedia-type thing, but maybe that's just because I'm used to my Civ games having one.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Jonathan S. Fox

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #87 on: May 10, 2012, 07:48:44 pm »

I for one have been impressed by this game. It doesn't have quite the grand scope I would like to see, in terms of races and beasts and varied magic, and for a game based on the setting of Majesty, it's alarmingly devoid of proper hero units. Despite its shortcomings in mastering the magic of the genre, the "one unit per tile" CIV5 convention plays well here, especially with priest and mage units added, and there are flashes of innovation and brilliance in the design:

1. Buildings living on the main map, one building per pop point, no construction costs. This is "simplified" in some sense, given that you don't build as many buildings per city, but it's also brilliant -- where in most games, it's only what order you build buildings in to make your mega-metropolis, in Warlock cities actually can't and shouldn't try to do everything. You won't even want your basic unit production buildings in every city. Buildings on tiles is what Elemental tried to achieve and failed, but it succeeds here. Unlike in Elemental, units move through cities as another terrain type. One of the level up perks even gives a bonus when fighting in cities (not just attacking and defending city centers, but any city tile). Roads are not an entity in themselves, built by a special unit or automatically strung between nearby cities, but a side-effect of placing buildings -- tiles with buildings on them act as roads for units of the same faction.

2. Resources are used by building special buildings on them, with different factions getting different buildings, sometimes multiple options. Use gems to make magic amulets for your troops, or sell them for massive income? Use donkeys for trade, or create a knightly order of donkey riders? That is by far the more interesting and awesome system I have ever seen for special resources, in any strategy game. It easily beats both Civilization and Master of Magic. Unit buffs you unlock are applied for free to units built in that city, but you can also pay a heavy extra cost to upgrade any unit in the empire with the buff. Nicely done.

Oh, apparently there's a terrain feature called "holy ground" where you can build temples to gods that increase your relationship and give you more quests from them. I just haven't seen it yet. I feel like this game could benefit from a civilopedia-type thing, but maybe that's just because I'm used to my Civ games having one.

Yes, I've built on one when playing as Rjakh, and constructed a temple to Lunord. It improves your faction standing with the deity you build a temple to, and grants you access to that god's unique priest unit. Adepts of Lunord are fast, powerful fighters, and are intrinsically invisible to units further than one tile away.
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Criptfeind

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #88 on: May 10, 2012, 07:52:01 pm »

I'm glad they kept the adviser guy on. Although also a bit sad that he does not really have funny comments, but I can understand that since I have no idea where I would have him interject.
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timferius

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #89 on: May 10, 2012, 10:46:02 pm »

Anyone know how to tell what movement penalties and combat bonus you get from each terrai typr?
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