Feel free to ban me for a week if I'm preaching up this game too enthusiastically for everybody else! :D
Based on the strength of the original game (available for $5 - $10 on GOG), I'm willing to preorder Masters of the Broken World site unseen, just because I feel like Eador: Genesis is a steal (once you get past the documentation challenges and the slight grindiness of steering towards a campaign endgame).
Here are a few links:
http://www.cpugamer.com/reviews/eador-genesis-review (http://www.cpugamer.com/reviews/eador-genesis-review)
"Eador is a turn-based strategy game, something of a cross between Might and Magic, Master of Magic, and Civilization.... The storyline to the game is amazing in originality. You play a godlike wizard (or wizardly god, it's not exactly clear which), going from world (called a "shard") to world, gaining knowledge. As you conquer a world, it adds to your demesne, giving you more abilities.... The AI is good, and merciless, and doesn't seem to be playing with the insane advantages that are common to other turn-based strategy games. Even on "beginner" it gives me a run for my money, and I'm no slouch when it comes to these games."
http://www.outofeight.info/2012/12/eador-genesis-impressions.html (http://www.outofeight.info/2012/12/eador-genesis-impressions.html)
"Eador: Genesis is essentially a mix of Civilization, Disciples, and Master of Magic.... Overall, Eador: Genesis is an enjoyable, feature-filled amalgamation of various turn-based fantasy themes at a very reasonable price."
http://dragonchasers.com/2012/12/15/first-look-eador-genesis/ (http://dragonchasers.com/2012/12/15/first-look-eador-genesis/)
"For the past two evenings I've been wallowing in strategy game nostalgia with Eador: Genesis. This is an older game, originally published in 2009 by Ukrainian developers Snowbird Studios.... If you have fond memories of Master of Magic, Warlords, or Lords of Magic then you are going to love Eador: Genesis. It's got everything you can ask for: the city building and resource management of a 4X game, the leveling of an RPG and turn-based tactical battles of a classic strategy title."
SOLD! :)
Based on these reviews, I am really looking forward to the new game, too. Are we still looking at a March release?
Quote from: RooksBailey on February 03, 2013, 04:21:56 PM
Based on these reviews, I am really looking forward to the new game, too. Are we still looking at a March release?
End of March/beginning of April according to the developers. Stage 2 of the beta testing starts the end of this week. There will be a third stage in March devoted to multiplayer. I'm really looking forward to seeing what the developers did with all the feedback this past few weeks
The think that steered me away from Eador was the reports that the player doesn't seem to really control armies in combat, but more like a handful of 5 or 6 men. This is hardly epic and just does not appeal to me.
Quote from: Jarhead0331 on February 03, 2013, 06:31:40 PM
The think that steered me away from Eador was the reports that the player doesn't seem to really control armies in combat, but more like a handful of 5 or 6 men. This is hardly epic and just does not appeal to me.
So what? In HoMM a single sprite is supposed to represent hundreds or thousands. Just make the adjustment yourself. Besides, Eador is so deep, and there is so much to do, you don't even notice.
Quote from: tgb on February 03, 2013, 07:40:28 PM
Quote from: Jarhead0331 on February 03, 2013, 06:31:40 PM
The think that steered me away from Eador was the reports that the player doesn't seem to really control armies in combat, but more like a handful of 5 or 6 men. This is hardly epic and just does not appeal to me.
So what? In HoMM a single sprite is supposed to represent hundreds or thousands. Just make the adjustment yourself. Besides, Eador is so deep, and there is so much to do, you don't even notice.
So what? I don't like it. That's what. I shouldn't have to pretend, there are plenty of games out there that don't make my imagination do the work..
There's no reason not to believe that each individual unit is comprised of a group of like-minded fighters, rather than a single one. However, if you're theoretically incapable of enjoying a game that doesn't operate at that level of abstraction, I guess it's your loss.
Do you find games that feature "hit points" equally taxing on your imagination?
(not being a taunt, I'm just a bit puzzled that this is such a sticking point--it seems like it'd rule out a lot of armies. FWIW, a full-sized battle in Eador can feature up to 15 or so units on each side, but it doesn't sound like that solves your problems...)
I don't agree with Jarhead but it's certainly a valid criticism. If I was playing a second world war scenario I'd rather see groups of tanks rather than a single one with a couple of soldiers. It's just personal preference, isn't it?
It's my understanding that Eador: Genesis is supposed to be like Heroes of Might and Magic, so that's why one figure represents more than one unit. I played the HoMM series many, many hours and the lack of multiple stacks of the same types of units didn't bother me in the least. Like Huw, if I had been playing a game about World War II (or the Civil War or World War I etc., etc.) it would have.
Quote from: Jarhead0331 on February 03, 2013, 06:31:40 PM
The think that steered me away from Eador was the reports that the player doesn't seem to really control armies in combat, but more like a handful of 5 or 6 men. This is hardly epic and just does not appeal to me.
To be fair it's more like 10 or 12 units rather than 5 or 6 in a combat. However like most other games of this genre (Master of Magic, Heroes of Might and Magic, King's Bounty, etc) and every strategy game that I've ever played (including the very detailed "Advanced Squad Leader" which only had a piece for leaders), each piece/counter/unit represents more than one living being. I think the only strategy game that I've ever played that had an individual piece for every single living being was Warhammer 40k miniatures. So if the hang-up is that a piece/counter/unit represents more than 1 living being then that's a problem with every board or strategy electronic game that I've ever run across.
Oh, I just thought of a game that had 1 piece/counter/unit per living being - it was an old PC game called I think "82nd" airborne where you ran a squad across Normandy. Oh, and another was I think Computer Ambush - an old game on Atari 800 or Amiga or some other platform. Oh, haha and another was a boardgame called Wild West or something like that where you ran a gunslinger or a few gunslingers through scenarios but that was almost like an RPG really.
The point is that even games about WW2, ACW, etc feature more than 1 living being per unit at least in my experience.
The problem is I've heard the game "feels" like combat is fought between a band of individual units, rather than armies. I realize there are tons of strategy games where a single character on a map represents a larger number of units. Eador has a separate battle interface, and it is in this part of the game that I have heard the battle system suffers by not conveying a larger scale and scope of action.
I don't care if you fans of the game think my opinion is misplaced, or if it is at "my loss." At least explain why the battle system still works, rather than just posting that in your opinion, my opinion, is incorrect. Sell the game to those of us on the fence.
Quote from: Jarhead0331 on February 04, 2013, 09:42:08 AM
The problem is I've heard the game "feels" like combat is fought between a band of individual units, rather than armies. I realize there are tons of strategy games where a single character on a map represents a larger number of units. Eador has a separate battle interface, and it is in this part of the game that I have heard the battle system suffers by not conveying a larger scale and scope of action.
I don't care if you fans of the game think my opinion is misplaced, or if it is at "my loss." At least explain why the battle system still works, rather than just posting that in your opinion, my opinion, is incorrect. Sell the game to those of us on the fence.
Just to be clear I don't know if your opinion is misplaced or not because I'm not sure exactly what is driving your opinion, and I won't comment on that.
However I will say that the battle system feels a lot like the battle system in King's Bounty or HoMM if you've played either of those series. Neither those games nor this game has tactical battles that feel "epic" to me - they feel more like the boardgame Titan - fun but simple.
There was yet another new update for E:G at GOG recently. I dunno if it's just a new patch installer, or if some more issues were squashed, but this is the second new one they've put up since I bought it awhile back.
Quote from: jjdenver on February 04, 2013, 09:52:44 AM
However I will say that the battle system feels a lot like the battle system in King's Bounty or HoMM if you've played either of those series. Neither those games nor this game has tactical battles that feel "epic" to me - they feel more like the boardgame Titan - fun but simple.
This seems like a fair comparison. However, in those games, each unit depicted on the battlefield had a number associated with it that represented the quantity of each unit class on the field. This at least permitted the player to articulate the size of the actual battle, as well as the cost in terms of casualties. Does Eador have anything similar?
FWIW, I did enjoy Kings Bounty and HOMM, initially. However, I lost interest in both titles fairly quickly.
Jarhead, that picture of Harry Dean Stanton on your sig, does that represent your inner child?
Anyway, on topic, I bought Eador because it was less than a six pack on GOG and maybe I shall play it some day.
I never really know if something will appeal to me until I have played it a bit. I have been surprised pleasantly
and bitterly disappointed in equal measure. The only real protection is a good review from a person
who you know likes what you like. I bought SOTS2 just based on JH's enthusiasm but haven't played yet.
Something was conveyed in his comments that made me want to look.
Quote from: Jarhead0331 on February 04, 2013, 09:42:08 AM
At least explain why the battle system still works, rather than just posting that in your opinion, my opinion, is incorrect. Sell the game to those of us on the fence.
Judging from your icon, Jarhead, aren't you behind the fence rather than on it? :)
Just kidding. I didn't mean to come across as attacking your original post, I'm just not sure I understood it. If you were OK with the combat from HoMM or King's Bounty, the basic mechanisms are there. If you didn't like those, you'll likely have the same reaction. From a "realism" standoint, there's no reason not to assume that the units are smallish squads rather than individual soldiers--the game is rather vague on that point.
The basic combat mechanisms are similar to Heroes or King's Bounty, but they've added a few wrinkles which make it more interesting. They tend to be very simple in concept, but complicated in the way that they interact with each other and the overall game. Here are a few things I liked more than what you get in the HoMM/King's Bount series:
1) Fatigue is a trait that gets used up in battle (or replenished), depending on what you do. It becomes a real factor in longer battles, especially if you're in terrain that burns more of it (e.g., it costs 2 Fatigue points to move through a swamp or up a hillside). Once fatigue gets below a certain level, combat abilities (Attack, Counterattack, & Defense) start to deteriorate. So you can't just send out one uber-unit and plan to kill everything. It's a small tweak, but it makes for a real evaluation of trade-offs.
2) As units get injured, their combat abilities decline. So you have to be much more planful about how you sequence attacks and who attacks whom.
3) As units get XP, they level up, giving them incremental abilities. The abilities aren't huge for any one level, but they add up over time. This way, you get to refine the way a basic unit is used, similar to
Civ or
Warlock. In addition, units can also get certain medals for extroardinary feats in combat (e.g., a unit that soaks up numerous attacks and comes within a few HP of dying earns a "Commendation of Valor" award that gives him extra HP, extra Defense, but also makes his upkeep cost a little more). The medals provide a big boost. Losing a Level 6 Pikeman who also has a Commendation of Valor can produce a genuine howl of anguish when it happens.
4) Because of limitations in your own hero's leadership skills and limitations in what you can build in your castle, you can't hire every type of unit available in the game. This makes for tough trade-off choices. Do I go for the cheaper missile unit for use in the early game, knowing that a better missile unit will be available in another 5 or 10 turns if I just wait, and I'll waste one of my precious "unit type" slots if I want both?
5) Units heal after battle, but fairly slowly (different units and structures in the provinces also affect this). So you can't just cruise through the whole map in a blitzkrieg with one killer stack. You can attack with partly-healed units in your army, but they're at more risk to perish, and if they're higher-level to begin with, that can be a hard choice.
6) Terrain matters, and while every province has a predominant terrain type, there's a smattering of terrain on most maps (e.g., even a Plains provice might have a hilltop or two, and maybe a pond). Terrain can require more Fatigue or Movement Points to move through, and it can provide certain combat bonuses or penalties to all units (e.g., Forests provide extra Missile Defense while attacking from atop a Hilltop gives you an Attack/Counterattack bonus). But terrain also provides specific bonuses to specific units (e.g., Lizardmen not only don't get a Defense penalty in Swamps, they get a Defense bonus), and those bonuses sometimes get adjusted by how a unit levels up.
What I like most about the combats is that players face a lot of hard trade-off choices. Even if I know I can kill an enemy unit, do I kill him with the unit that kills him most efficiently, or do I kill him with the unit that I'm really trying to level up? And how many wounds will I likely take if I pursue either course, because HP don't grow on trees!
That's honestly what I like most about the game. The campaign for
Eador: Genesis is very slow-moving, but I've been having so much fun playing the individual Shards (i.e., scenarios) that I didn't mind it much. I've heard that campaign play in the new game will be sped up, which will make it more accessible to the masses even if it does make it a tad bit easier.
I've also had my hands full winning at the "Beginner" level, and there are two more difficulty levels above that before the AI actually starts to get statistical bonuses (in terms of resource production or unit capabiliites), which is another aspect of the strategic challenge that I like. As near as I can tell, the AI doesn't cheat.
^Thank you!
Happy to oblige.
One more review just popped up. I think the sheer volume of reviews popping up for a title retailing for $5 - $10 on GoG is mute testimony to the cult following this game is picking up.
The review is glowing in many respects but turns very lukewarm at the end. The author lodges complaints that the AI cheats in terms of resource bonuses, which I've seen flat-out denied by the developers on the English-language forums. I suspect it's a case of the AI being much better at some things than the player, but there's not nearly enough English-language expertise in the game out there to validate or refute that claim.
Along with a lack of transparency into the engine, the difficulty level is the other common complaint with that game. I suspect that's less of a deterrent to folks on this board than to some, but there's no denying that one or two missteps can severely cripple you for a scenario.
I'll excerpt a section where the reviewer talks exclusively about the combat.
http://scientificgamer.com/thoughts-eador-genesis/ (http://scientificgamer.com/thoughts-eador-genesis/)
"The heroes and tactical combat are the best bits of Eador. It looks deceptively simple; battles are played out over a small 8×8 grid of hexes, which doesn't seem to allow much room for strategy or tactics. Indeed, with an appropriately upgraded and equipped hero it's possible to start shooting the enemy army full of arrows from the very first turn of combat, and there are times when the battlefield feels positively claustrophobic. However, chess also uses an 8×8 grid whilst managing to avoid accusations of being simple or shallow, and so does Eador....
Yes, just because Eador is an unusually player-friendly brand of HoMM-alike doesn't mean that it won't take every opportunity it can to kick you in the nads. Pleasingly much of its difficulty lies in its tactical AI, which is exceedingly competent and probably just as good as a decent human player would be in the same situation; it makes full use of abilities and magic to mash your heroes into a bloody pulp. It doesn't seem to have been crippled on lower difficulty settings either, which can make Beginner seem like a remarkably harsh experience given what we're used to from other strategy games. "
I just hope the sequel compares with the first, and preferably excels it in some ways. But it sounds like the guy has really been wrestling with a few problems in this late beta stage. The mention of AI issues has scared me, as that seems to be something developers regularly refuse to update once the game's released. Considering we're still getting additional patches for the original, perhaps I won't have to wonder so much.
How did I miss Eador on www.gog.com????
How does the gog version play? Is it still fun?
Or better yet - given my current workload don't tell me.
Airboy for that price you could play it and review it for us.
You write so much better than I do.
The Eador: Genesisinterface is old-fashioned, but surprisingly robust and right-clicking provides a reasonable amount of useful info on the Help screens. However, the game is VERY deep, and the English-language documentation is... lacking. If you have the time to unwrap it and get past the initial learning curve, the tactical play is VERY enjoyable.
They'd just be well-served by getting some better explanation of some of the gameplay mechanics out there where they're more accessible. I know Fatigue starts to affect my unit negatively after it drops below 5, but what's the math? What role does Alignment play, and what affects it? (e.g., casting lots of Summon Undead spells makes me more evil, but does hiring a Healer make me more good?)
The best thing I can compare it to was my experience when I first purchased Dominions 2 6 or 7 years ago. It's a very deep game and the interface is a bit hit-and-miss. A better glimpse under the hood would have been appreciated, but the game play was still very immersive.
Guys I have not worked out how to use the eggs you pick up, can anyone enlighten me please :)
Quote from: FarAway Sooner on February 04, 2013, 01:17:18 PM
Quote from: Jarhead0331 on February 04, 2013, 09:42:08 AM
At least explain why the battle system still works, rather than just posting that in your opinion, my opinion, is incorrect. Sell the game to those of us on the fence.
Judging from your icon, Jarhead, aren't you behind the fence rather than on it? :)
Just kidding. I didn't mean to come across as attacking your original post, I'm just not sure I understood it. If you were OK with the combat from HoMM or King's Bounty, the basic mechanisms are there. If you didn't like those, you'll likely have the same reaction. From a "realism" standoint, there's no reason not to assume that the units are smallish squads rather than individual soldiers--the game is rather vague on that point.
The basic combat mechanisms are similar to Heroes or King's Bounty, but they've added a few wrinkles which make it more interesting. They tend to be very simple in concept, but complicated in the way that they interact with each other and the overall game. Here are a few things I liked more than what you get in the HoMM/King's Bount series:
1) Fatigue is a trait that gets used up in battle (or replenished), depending on what you do. It becomes a real factor in longer battles, especially if you're in terrain that burns more of it (e.g., it costs 2 Fatigue points to move through a swamp or up a hillside). Once fatigue gets below a certain level, combat abilities (Attack, Counterattack, & Defense) start to deteriorate. So you can't just send out one uber-unit and plan to kill everything. It's a small tweak, but it makes for a real evaluation of trade-offs.
2) As units get injured, their combat abilities decline. So you have to be much more planful about how you sequence attacks and who attacks whom.
3) As units get XP, they level up, giving them incremental abilities. The abilities aren't huge for any one level, but they add up over time. This way, you get to refine the way a basic unit is used, similar to Civ or Warlock. In addition, units can also get certain medals for extroardinary feats in combat (e.g., a unit that soaks up numerous attacks and comes within a few HP of dying earns a "Commendation of Valor" award that gives him extra HP, extra Defense, but also makes his upkeep cost a little more). The medals provide a big boost. Losing a Level 6 Pikeman who also has a Commendation of Valor can produce a genuine howl of anguish when it happens.
4) Because of limitations in your own hero's leadership skills and limitations in what you can build in your castle, you can't hire every type of unit available in the game. This makes for tough trade-off choices. Do I go for the cheaper missile unit for use in the early game, knowing that a better missile unit will be available in another 5 or 10 turns if I just wait, and I'll waste one of my precious "unit type" slots if I want both?
5) Units heal after battle, but fairly slowly (different units and structures in the provinces also affect this). So you can't just cruise through the whole map in a blitzkrieg with one killer stack. You can attack with partly-healed units in your army, but they're at more risk to perish, and if they're higher-level to begin with, that can be a hard choice.
6) Terrain matters, and while every province has a predominant terrain type, there's a smattering of terrain on most maps (e.g., even a Plains provice might have a hilltop or two, and maybe a pond). Terrain can require more Fatigue or Movement Points to move through, and it can provide certain combat bonuses or penalties to all units (e.g., Forests provide extra Missile Defense while attacking from atop a Hilltop gives you an Attack/Counterattack bonus). But terrain also provides specific bonuses to specific units (e.g., Lizardmen not only don't get a Defense penalty in Swamps, they get a Defense bonus), and those bonuses sometimes get adjusted by how a unit levels up.
What I like most about the combats is that players face a lot of hard trade-off choices. Even if I know I can kill an enemy unit, do I kill him with the unit that kills him most efficiently, or do I kill him with the unit that I'm really trying to level up? And how many wounds will I likely take if I pursue either course, because HP don't grow on trees!
That's honestly what I like most about the game. The campaign for Eador: Genesis is very slow-moving, but I've been having so much fun playing the individual Shards (i.e., scenarios) that I didn't mind it much. I've heard that campaign play in the new game will be sped up, which will make it more accessible to the masses even if it does make it a tad bit easier.
I've also had my hands full winning at the "Beginner" level, and there are two more difficulty levels above that before the AI actually starts to get statistical bonuses (in terms of resource production or unit capabiliites), which is another aspect of the strategic challenge that I like. As near as I can tell, the AI doesn't cheat.
Wow, thanks for taking the time to write all that up,
FarAwaySooner! It sounds very cool. :)
I did some minor digging around on the web. I can't find a strategy guide. The game is very complicated, yet has a weak manual. I found a couple of building trees - but again little in the way of explanation.
Despite all of the good things, I think I will give this a pass. I lack the time to decipher a complex strategy game.
Quote from: airboy on February 05, 2013, 04:58:46 PM
I did some minor digging around on the web. I can't find a strategy guide. The game is very complicated, yet has a weak manual. I found a couple of building trees - but again little in the way of explanation.
Despite all of the good things, I think I will give this a pass. I lack the time to decipher a complex strategy game.
Just wait a couple of months for the modernized version. I'm sure the documentation will be better.
Yup. The modernized version is basically the exact same gameplay (down to units having similar stats), but much prettier graphics, a more modern UI, a bit more variety of features, and (reportedly) streamlined campaign play. Hopefully the documentation will be better, too.
Eador: Genesis is a total stealth offer. I have a suspicion that the devs just figured translating it into English and getting it out there might help to drum up interest for Masters of the Broken World. It's only generating a cult following, but I've been surprised how quickly it's taken off, given that the English-language version of the game was just released 7 weeks ago.
However, Airboy, per your post, if your gaming time is scarce and you don't enjoy puzzling out gameplay mechanics yourself, this is definitely a title to avoid. As noted, the sequel should have better documentation.
Given how little they're changing from the original, I'm not sure how much they could screw up. But I'm sure they might find ways to do it. Here's hoping they won't...
Quote from: FlickJax on February 05, 2013, 10:17:24 AM
Guys I have not worked out how to use the eggs you pick up, can anyone enlighten me please :)
Anyone help here?
Quote from: FlickJax on February 06, 2013, 04:34:50 AM
Quote from: FlickJax on February 05, 2013, 10:17:24 AM
Guys I have not worked out how to use the eggs you pick up, can anyone enlighten me please :)
Anyone help here?
Sell them to a vendor? I have a few taking up space I'd like to know what to do with.
Quote from: Greybriar on February 06, 2013, 05:04:41 AM
Quote from: FlickJax on February 06, 2013, 04:34:50 AM
Quote from: FlickJax on February 05, 2013, 10:17:24 AM
Guys I have not worked out how to use the eggs you pick up, can anyone enlighten me please :)
Anyone help here?
Sell them to a vendor? I have a few taking up space I'd like to know what to do with.
If you have an open slot in your army roster, move an egg into it and it will become the appropriate unit.
Quote from: tgb on February 06, 2013, 06:25:04 AM
Quote from: Greybriar on February 06, 2013, 05:04:41 AM
Quote from: FlickJax on February 06, 2013, 04:34:50 AM
Quote from: FlickJax on February 05, 2013, 10:17:24 AM
Guys I have not worked out how to use the eggs you pick up, can anyone enlighten me please :)
Anyone help here?
Sell them to a vendor? I have a few taking up space I'd like to know what to do with.
If you have an open slot in your army roster, move an egg into it and it will become the appropriate unit.
Doesn't work for me, but thanks anyway :)
I haven't played Genesis in a while, so I could be mis-remembering. Or I could be thinking of Masters of the Broken World. Or maybe I imagined it. I dunno.
Quote from: tgb on February 06, 2013, 06:25:04 AM
Quote from: Greybriar on February 06, 2013, 05:04:41 AM
Quote from: FlickJax on February 06, 2013, 04:34:50 AM
Quote from: FlickJax on February 05, 2013, 10:17:24 AM
Guys I have not worked out how to use the eggs you pick up, can anyone enlighten me please :)
Anyone help here?
Sell them to a vendor? I have a few taking up space I'd like to know what to do with.
If you have an open slot in your army roster, move an egg into it and it will become the appropriate unit.
I did not know that. Thanks.
Eggs hatch into Level 2 critters. So I think you need move them into a Level 2 Creature Slot IN YOUR GARRISON (which requires some upgrades--like a Fort, maybe?) and then they hatch.
This is one aspect of what I'm talking about with the game--great and deep game play, but the documentation in English is very hit-or-miss.
Quote from: FarAway Sooner on February 06, 2013, 09:26:40 PM
Eggs hatch into Level 2 critters. So I think you need move them into a Level 2 Creature Slot IN YOUR GARRISON (which requires some upgrades--like a Fort, maybe?) and then they hatch.
This is one aspect of what I'm talking about with the game--great and deep game play, but the documentation in English is very hit-or-miss.
Has anyone actually seen this mechanic working?
Quote from: FlickJax on February 07, 2013, 05:33:12 AM
Quote from: FarAway Sooner on February 06, 2013, 09:26:40 PM
Eggs hatch into Level 2 critters. So I think you need move them into a Level 2 Creature Slot IN YOUR GARRISON (which requires some upgrades--like a Fort, maybe?) and then they hatch.
This is one aspect of what I'm talking about with the game--great and deep game play, but the documentation in English is very hit-or-miss.
Has anyone actually seen this mechanic working?
yep i had trouble at first as well but i got me some nice spiders.
I started Eador: Genesis today. Are the criticism's that I've read valid? Yes. Anyone else experience the clunkiness of the mouse? For goodness sake how much and where do I click on something to select it? And sound seems to be off a bit, a little laggy maybe? I take all that for what it is and still love the experience. I'm going to spend some time with this game.
It's a typical Eastern European game, isn't it? No polish at all, but still extremely compelling. How do they do it?
Quote from: Sparhawk on March 10, 2013, 02:19:26 AM
I started Eador: Genesis today. Are the criticism's that I've read valid? Yes. Anyone else experience the clunkiness of the mouse? For goodness sake how much and where do I click on something to select it? And sound seems to be off a bit, a little laggy maybe? I take all that for what it is and still love the experience. I'm going to spend some time with this game.
I had both the extreme lag and the mouse "clunkiness." There are some workarounds that require creating a separate CPU/Power profile for Eador. Nothing too hard, but it sort of freaks me out every time I use it.
Quote from: Sparhawk on March 10, 2013, 02:19:26 AM
I started Eador: Genesis today. Are the criticism's that I've read valid? Yes. Anyone else experience the clunkiness of the mouse? For goodness sake how much and where do I click on something to select it? And sound seems to be off a bit, a little laggy maybe? I take all that for what it is and still love the experience. I'm going to spend some time with this game.
I haven't had a problem playing
Eador: Genesis at all.
So how is Eador Masters of the broken world coming along? :P
A few notes to various topics raised in this thread!
1) To convert the Eggs into critters, the right-click explanation says "You may need a certain building type to accomplish this" but adds no details. Further research on the GOG Genesis forum suggests that having a Trappers Guild built in your castle seems to be necessary to making the switch. Not that that's called out anywhere I could find, but those Eastern Europeans do have a masochistic streak in their gaming tastes. I haven't confirmed it yet, but I'm already reconsidering restarting a campaign.
2) Sparhawk, you've applied the latest patch from GOG, I trust? There have been a few iterations (the most recent of which doesn't change the version number, but does fix one or two things) of patch out there. Best details I can find are at http://www.gog.com/forum/eador_genesis/eador_genesis_hotfix_is_up_and_ready_for_download/page1 (http://www.gog.com/forum/eador_genesis/eador_genesis_hotfix_is_up_and_ready_for_download/page1). I haven't experienced this sort of issue at all, but that's not much help to you, I suspect.
3) Tpek, I'm not in the Beta and haven't been following much. But I know that the second Beta was a few weeks delayed in launching. A Russian-language publication from a month or so back cites a launch date of 4/19, but I'd say that they're taking their time working on it and the most reasonable bet is "sometime in Q2".
Quote from: Tpek on March 10, 2013, 04:17:55 PM
So how is Eador Masters of the broken world coming along? :P
Who knows? The developers have been promising the new build of the beta since the end of January, and keep pushing it back. Latest word is next week, but I'm not holding my breath
Sparhawk, another thread with some specifics on the fix. It's klugy, but if you're enjoying the game, probably worth it (I had none of these problems on my own relatively modern PC, FWIW)...
http://www.gog.com/forum/eador_genesis/workaround_for_windows_7_perfomance_issues_framerate_sound_input/page1 (http://www.gog.com/forum/eador_genesis/workaround_for_windows_7_perfomance_issues_framerate_sound_input/page1)