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Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender


I'll fill in this F.A.Q. with more information whenever I find a few minutes. The answers may be a little jumbled up.

General
Story
Gameplay - Campaign
Gameplay - RTS
Important Tips


General

I don't know what to build? Any tips or strategies?
Here's a Steam Guide for Dragon Commander, which I contributed to. It has a lot of useful information about unit roles, strategies, and such.


Anyplace else for more information?
See the official Dragon Commander FAQ for some more questions.


Will this be DRM-Free?
Yes! It's available on Steam, and also on Gog.Com, and through the Larian Vault.

What's the difference between all the different versions (Steam, Larian Vault, GoG, Retail)?

  • The retail (physical) copy comes with Steam Key and a GoG key (a digital backup).
  • The Steam version has Steam integration for lobbies, matchmaking and the other Steam features. It of course uses Steam's DRM, but no additional DRM.
  • The Larian Vault version comes with both a DRM-free and a Steam key.
  • The GoG version is DRM-free, but you can't use the Steam features unless you have DC in your Steam Library. If you do, the GoG version will pick up on that and use it.

ForkTong posted:

Steam version uses Steamworks for matchmaking.

Steam version updates immediately as we upload delta directly to Steam.

GOG version updates is in their hands as they have to make a new installer every time.

Lar posted:

If you want to take advantage of the Steamworks features, you do need to have the game installed in your Steam library. The gog.com version will automatically pick up that you have it on Steam and thus open up the Steamworks tab in the game (with matchmaking, leaderboards etc...). I forgot to add that.

What is the Imperial Edition?

The Imperial Edition was a free bonus for those who pre-ordered, but for those who bought it after release, it should be available for purchase soon, I think.

Imperial Edition Features:
  • Golden Dragon skin
  • Dragons on Earth Campaign Map (about 118 countries, still uses fantasy names, not Earth country names)
  • Digital Soundtrack
  • Behind-the-Scenes documentary
  • Dragon Commander’s best kept secret: an overview of all the choices and consequences in the game (you’ll be amazed)


I heard something about a board game, when can I get that?
Not for this release. There wasn't enough time or money. If they ever do come out with a board game, it'll likely be a super-special edition which also adds a lot of extra content.

Can I use the Original Sin editor to make maps for this game?
No. While both games use the same engine, the tools used to create Dragon Commander are much different.

This game is really hard! I'm getting stomped on Normal!
The game does have a learning curve. You're not alone, it happens to a lot of people just getting into the game. It's important to familiarize yourself with the units and their roles. There's also a "Training Grounds" map under the Tutorial which has AI set to none, letting you play around with units and see how they work, and their upgrades. (With a building selected, hit "J" to open the research menu.) If you're still getting your butt kicked, lower the difficulty and play skirmish modes against the AI to get the hang of it. You'll get better.


Story

Do I have to marry one of the princesses?
Yes, it's required. It's a political marriage to get support from another faction - which is why you can't marry a normal human girl (the closest you can come is the undead princess, Ophelia).

Can I play as a female Dragon Commander and marry a male prince?
No, unfortunately. It was too much money to re-do everything for different genders.

Why are there no Human territories?

I'll let the writer himself explain:

Macbeth posted:

We always thought: look, the player is human (with a bit of dragon in there) and he, as the emperor, decides what goes in his empire, based purely on his own convictions and/or the opinions of the other dominant species in the world whose political support he needs. But the player is himself the human councillor and therefore represents their viewpoint. He just happens to be the king as well. ;)

Now you can argue about that of course, but that was the political setup we started from.

When you translate this to gameplay however (as we later found out) human countries would be boring because in this setup they'd always like whatever you do. It's the others on the other hand that you positively or negatively influence by making all kinds of decisions.

It does look a bit strange, perhaps, not to have any human lands on the map - we did pick up on that - but we were too far along in the production process to add another, human, councillor.

Live and learn!

Just do what I do and wave it off with "Yes, there are human-majority countries there, but their views cancel each other out and thus it's X race which has the most influence there."


Gameplay - Campaign

What happens when multiple countries can have a fight in the same turn?
- In a multiplayer campaign , there's a vote on whether each battle should be auto-resolved or played in real-time. If anyone wants to play a battle in real time (even if it's 3 against and 1 for), the battle will be played in real-time.

- In the single player campaign, you have a choice: Fight in RTS mode yourself, deploy a General to the territory (and get the bonuses that general provides) to auto-resolve it, or rely on the local militia to auto-resolve it. Because these battles are happening at the same time, you can only personally command one of them, and only send a general to one of them. Any other battles will be auto-resolved without your attention or the aid of a general

What does a General do?
Generals boost your chances to win a battle. Each general specializes in an area (light units, naval units, etc...), so different Generals offer different chances to win. Generals do have a fee associated with deploying them for a battle, but it seems like if you can't afford to pay them, the balance is taken off the top of next turns income. Occasionally, decisions may come up that send one or more of your Generals on missions, meaning that they won't be available for that turn. Generals stats improve over time as you advance their story arcs. Unfortunately, as your empire's income goes up, so does the cost to deploy a general. Any battle cost over 15 gold isn't really worth using a general on.


How does the auto-resolve work?
It's not a matter of more numbers = better. The composition of the forces, and the general efficiency are the key factors. Unit type X may be very good at dealing with unit type Y, so they get a bonus. The upgrades of each side are also considered. This is still a dice roll though, and even a highly favourable matchup can be lost, or a highly unfavourable matchup can be won. When the game says that there's an 80% chance that you will win a country, it does not mean 100% chance, it means that 20% of the time, the enemy will win.


What are the victory conditions for a campaign?
It's the same in both single and multi-player: capture an enemy faction's capital territory, and all remaining territories and units of that faction are captured and become yours. Once this is done for all enemy factions, you win.

The single-player is divided into three chapters, each chapter has you conquering all the enemy capitals of a certain map, then you move on to another section of the world and begin again, with a single territory. All cards acquired, and any unspent Gold and research points (RP_ are carried on to the next chapter, but you do not get the benefit of gold/RP income from the previous chapters you conquered. (You could just assume that is devoted to maintaining your army and empire there.)


What are the resources in the Risk-like mode?
Gold, Research Points, Cards, and Defense. Gold is the main income, each country generates a certain amount of gold per turn, indicated by the number on the sack icon (if you like, consider it to be in in thousands). Gold is used to purchase troops, construct buildings and buy cards from card shops.

Research Points are acquired by occupying countries. The more countries you own, the more Research Points flow in (the more people you can get to work on it), and the faster you can research things and more expensive things. Research Points are spent on upgrading your army units and your dragon skills. They both take from the same pool, so you must balance them.

Cards will be explained in their own section.

Defense is not exactly a resource to be spent - it's a measure of how protected they are. Each turn, countries you own that are surrounded by other friendly countries get a bonus to their defense. The higher a countries defense, the more their territory will be defended in RTS mode, making it harder for the invader (so don't try to send all your troops on a beeline for the capital territory, it will probably end badly). Conversely, countries that are next to hostile countries or have enemy units stationed beside it will see their defense lower each turn until it reaches the basic level of defense (no bonuses for the defender). There are cards that can increase or decrease the defense level of a country.


What are cards?
Cards are basically one-use powerups/debuffs you can apply on the strategy map or before entering RTS battle. They come in several types:
  • Mercenary cards (provided by Taverns) grant you free units to play in an RTS battle, but they only last for that one battle. They are coloured cyan.
  • Diplomacy cards (provided by Parliaments) affect countries on the strategy map, letting you construct free buildings, destroy enemy buildings, increase/decrease a countries population, increase the movement points of units, sabotage a certain unit type on a country, block a country from being invaded, and increase or decrease a territory's income. Sabotage cards are coloured gold, Benefit cards are coloured bronze.
  • Unit cards (provided by Academies) are useful for battles. They provide buffs (Unit Advantage) or debuffs (Unit Subversion) to a specified unit type, or grant the ability to produce a unit or use a skill you have not researched. They're coloured Red for buffs to your units and magenta for debuffs to enemy units.
  • Dragon Skill cards (provided by Wizard Towers) are useful for RTS battles. They grant your Dragon access to skills they have not researched. They're coloured green.
  • Special/Macro cards (provided by Emporiums) These grant you varying effects, like the ability to produce a unit type you normally couldn't, or use an upgrade you haven't researched, or to start the battle with bonus recruits. These can only be bought at an Emporium, or be granted to you by certain story decisions.
  • Permanent cards (provided by a specific race) give you a permanent boost in some area. They're only received by approving the faction decisions of certain races.

Cards can be bought from the Emporium building on the campaign map for gold, and in single-player, you receive cards as a consequence of your decisions. Unlike other buildings, Emporiums are not buildable normally, you can only build them yourself if you receive a Diplomacy card granting you a free one.

Some maps have buildings pre-placed in neutral countries, but none of the story campaign maps do.


How can I move and capture countries?
Each unit has a specific number of movement points that indicates the number of countries it can move through. A unit can move through and capture enemy-held territories which do not have any enemy units in them, but they cannot move through any countries that have enemy units stationed in them - that will trigger a battle.

Countries can only be captured by ground units. If you invade a country with only air and naval units and defeat all the enemies, the country will still remain in the hands of the enemy faction until you move ground-based troops into it.

In the single-player and custom campaigns, there may be neutral units in some territories. These will join your forces if you capture that country.


What does your popularity do in the country?
Popularity affects Entrenchment, Support & building speeds.

What is Entrenchment?
Entrenchment determines how many "free" units & buildings you get at the beginning of a turn.

Is there a unit cap?
Yes, but it's flexible. On the Campaign map, your unit cap for strategy map units is the total population of all your countries divided by 100. You're not likely to hit this without deliberately trying to, it's mostly there to keep the game from crashing because you thought it would be hilarious to make 9999 of each unit.

When entering RTS battle, there is also a unit cap, depending on the Support you have in that country, and a formula based on the Support cost of your units. If you have more units than you can support, the remainder are held as "reserves" that can be built instantly at no cost from the appropriate unit-producing structure as your Support either increases or your number of troops falls below the support cap.


What is Support?
Support (or Supply as Starcraft players would call it) determines the max amount of units you can build. The less support, the more you need to bring. Increase your level of support in RTS mode by building more Recruitment Centers, and in single-player, by increasing your popularity with the majority race of that country.

What is a faction arc?
A faction arc is a series of decisions you get from one of your Councillors once your faction standing with a race is high enough. Faction questions are not explicitly labelled as such, but you can recognize them when talking to the Councillors. Only the Councillor who proposed the idea is in favour of it, everyone else is opposed. It's possible to enter multiple race's faction arcs if you get your favour high enough with other races. If you approve a faction decision, your popularity with the other races will decrease, but you will gain a Permanent card that grants you some bonuses.


Gameplay - RTS

I'm tempted, but I'm not very good at RTS games. Can I skip the RTS parts?
Yes, in single-player at least. In Multiplayer, if any player wants to fight in RTS mode, you all players will have to fight in RTS mode.). When two factions have units in the same country, there's a battle. You have the option either to participate in RTS mode or have the computer auto-resolve the battle. I will note though that auto-resolve might mean that you lose battles that you could have won if you were controlling the RTS mode.

Help, I'm being attacked by blobs of units, how can I beat a blob?
Interestingly, 11 of the 13 units have an upgrade or ability that is more effective when enemies are clumped up. Try researching one of these:

  • Trooper - "For the Empire" (kamikaze rush and self-destruct.)
  • Grenadier - "Enhanced Explosives" (Increased splash damage radius), "Chemical Warfare" (damage-over-time attack that spreads twice to nearby units)
  • Shaman - "Cripple" (Paralyzes units for 4 seconds)
  • Warlock - "Death From Above" (Rain of meteors)
  • Armour - "You're Mine" (land mine), "Short Sharp Shock" (short-range anti-infantry shockwave)
  • Devastator - Its normal attack has splash.
  • Bomber Balloon - Ditto, plus "Enhanced Explosives" (Increased splash damage radius), "Mine High Club" (air mine)
  • Zeppelin - "Mustard Gas" (Powerful DoT that affects a wide area)
  • Transport - "For the Empire" (kamikaze rush and self-destruct.)
  • Ironclad - "Sea Mine-Maids" (sea mine)
  • Juggernaut - Its normal attack has splash, plus "Imp Bunker-Buster" (basically a nuke)


Your Dragon also does splash damage, and they have some skills that are also great against enemy blobs, like roars that cripple groups of units or spells that do massive AoE damage.


What are the different Dragons?
There are three Dragons, each with their own strengths and learned skills, and each gets a bonus unit. Statistics for damage and overheat are estimates.

  • Mountain Dragon
    - Health: 1620
    - Damage to Recruitment Center from single fireball: ~95
    - Overheats in: ~4 seconds
    This Dragon is a glass cannon. It's exceptionally good at dealing damage, but it has the lowest health and can't take damage very well. It comes with Rejuvenation, which boosts its rate of passive healing, Blood Leech, which heals it for a portion of the damage it does, and Acid Blaze, which replaces its breath attack with corrosive acid for a short time, letting the damage linger for 3 seconds. The Mountain Dragon gets the Warlock unit researched for free.
  • Zephyr Dragon
    - Health: 2420
    - Damage to Recruitment Center from single fireball: ~44
    - Overheats in: ~12 seconds
    This Dragon is weak on offense, but has a good defense and has the highest health. It's intended for use to support your troops, but it doesn't do a lot of damage on its own. It comes with Purifying Flames, which turns the breath weapon into a healing spray that restores damaged units. Ray of Power creates a link between you and a unit that boosts the units damage. Friends with Benefits puts a shield around a unit, and damage that unit does heals the Dragon. The Zephyr Dragon gets the Shaman unit researched for free.
  • Sabre Dragon
    - Health: 2020
    - Damage to Recruitment Center from single fireball: ~79
    - Overheats in: ~6 seconds
    This Dragon is the middle ground between the combat and support dragons, and can support your troops or deal damage, but not as good at either role as the others. It comes with Soar, which boosts its movement speed, Advance, which boosts the movements speed of all nearby friendly units, and Sabotage, which disables the attack and abilities of a single unit or building. The Sabre Dragon gets the Hunter unit researched for free.


Important Tips

Anything I should know before leaving Act 1?
Yes. Research Ironclads. You'll thank me. It's also not the best idea to rush. I would try and capture ever territory, even ones out of your way before leaving the act. It'll probably be helpful.

What's the best unit to counter X?
Here is a list of the units, their class, and their counters.


Are there any secret shortcuts?
You bet, lots of them. Larian has taken interface cues from other RTS's.

  • RTS: doubletap ~ -> toggle permanent icons
  • RTS: shift-"any command" -> give your units queue'd orders (Example: hold shift, rightclick, A, B -> move, attackmove, execute warlock stealth)
  • RTS: middle mouse button -> swivel camera
  • ANY MODE: shift-enter -> talk to ALL
  • ANY MODE: ctrl-enter -> talk to team
  • ANY MODE: enter -> talk in current "mode" (all or team)-- default is all
  • DRAGON mode: right click or spacebar --> cancels skill
  • DRAGON mode: a unit skill hotkey while having unit selected --> execute unitskill
  • RTS: esc when finished buildings selected with active build queue: cancel build queue of units according to (this is already in the list as a general "cancel" button)
  • RTS: esc when building is still building: cancel construction of building (this is already in the list as a general "cancel" button)
  • RTS: shift-leftclick to build units in any building: build 5 of each unit per click
  • RTS: leftclick on a unit portrait in build queue: cancel unit
  • RTS: spacebar --> go to nearest alert (red blinking dots on minimap)
  • RTS / RISK: scrolling mousewheel --> zoom in / out
  • RTS: ALT --> show HP bars on all units
  • RTS: double click on unit -> select all of type on screen
  • RTS: ctrl-click on unit -> select all of type on screen
  • RTS: shift-click on unit when other unit already selected --> add to selection or remove from selection (if already selected)
  • RTS: double tap control-group --> jump to group (camera position)
  • RTS: double tap Z(W) X C or V --> cycle through type of building (camera position)
  • RTS: click on portrait of unit in UI -> zoom on unit
  • RTS: CTRL-1 through CTRL-0 --> set controlgroup
  • RTS: SHIFT-1 through SHIFT-0 --> add currently selected unit to control group
  • RTS: 1 through 0 --> select controlgroup
  • DRAGON mode: ALT-1 throuth ALT-0 --> select controlgroup
  • RTS: backspace: cycle through recruitment centers (with camera focus)
  • RTS: click on icon of controlgroup -> select controlgroup
  • RTS: doubleclick on icon of controlgroup -> camera focus on controlgroup
  • RTS: q (a) -> attackmove
  • RTS: h -> hold position
  • RTS: o -> stop
  • RTS: p -> patrol
  • RTS: m -> move
  • RTS: insert -> default camera position
  • RTS: when building selected: J -> open research panel (skirmish mode only)

Stabbey_the_Clown fucked around with this message at 14:27 on Mar 14, 2014

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Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
Dragon Commander: Meet the People



Yorrick - Councillor, Undead Race
The ambassador of the undead, Yorrick is the man ('Hardly a man!', scoffs the dwarf) who safeguards the interests of his skeletal fellows aboard the Raven. Like all undead he is deeply religious, so as long as your decisions don't sin against the commandments of the Seven Gods, you should find Yorrick to be a congenial councillor, albeit a bit tiresome in his rather effusive piety. (Voiced by Harry Hadden-Paton)


Lohanna - Princess, Elf Race
Raised at the court of the elf king, princess Lohannah has always lived a sheltered life in strict accordance with the elf ways of old. Now she finds herself aboard the Raven amid the representatives and traditions of many other cultures and it will be up to you to try and make sure she doesn't abandon her own customs - like the elves will want you to - or to encourage her to become a more urbane person, and risk the ire of her kin. (Voiced by Alix Wilton Regan)


Henry - General (Human)
Henry is a man of action; a general as loyal as he is brazen. Battle may have lost him an arm and an eye, but that has not diminished his lust for combat. You won't find another officer who doesn't admire Henry's military talents, but you probably won't find anyone who calls him a friend either. Arrogant and prone to fly solo, he is not what you would call the social type. If you do want to sit down for a chat with this old warhorse though, bring a bottle. He may not like you, but he'll like the moonshine. (Voiced by Alastair Parker)




Edmund Augustus III - General (Lizard)
General Edmund Augustus the Third is an extremely able and intelligent general, and he knows it. His arrogance is legendary, which endears him very little indeed in the hearts of those who know him, but he would not have it otherwise. If he has the choice between solitude - loneliness even - and having to suffer the vagaries of inferiors, his decision is quickly made. His cold and analytical mind desires the game of chess that is strategy only, and he takes great pleasure in obliterating his enemies, especially those who are non-lizards; base and lowly creatures he detests with a passion. (Voiced by Harry Hadden-Paton)


Sir Falstaff Silvervein - Councillor, Dwarf Race
Rich and corpulent, Falstaff embodies everything that is dwarven. He loves gold, beer, upholds family values and speaks plainly. One could easily dismiss him as a loud-mouth dwarven don, out for wealth and power only, but to do so would be very foolish indeed: behind his gruff exterior a cunning politician is at play. Underestimate him and you'll leave the table empty-handed while he reaps all the rewards. (Voiced by Christopher Fairbank)




Ophelia - Princess, Undead Race
The undead are in essence immortal creatures, trapped as they are in an eternal state of 'semi-being' that touches the boundaries of both life and death while crossing neither. Some of them though, eventually do traverse the lien and die, either by being destroyed in combat or of disease. This last instance happens very rarely indeed, but unfortunately for Ophelia, she is one such exception, afflicted as she is by a cancer that is eating away her marrow. She is withering away and nothing can be done about it, at least, that's what the other undead say, who believe this disease is a punishment from the gods. Ophelia though, doesn't want to give up without a fight and she is determined to find a cure or any sort of alternative that may keep her alive, even if it goes against her own faction. (Voiced by Amy Shiels)


Trinculo Shortfuse - Councillor, Imp Race
If one wants to sum up the impish spirit with one word, it is unpredictability. Trinculo may often surprise with his meandering points of view, but like all imps he is as clever as he is fickle. Science and progression are his bywords; for gods, men (or anything else really) he has little to no use. (Voiced by Sebastian Cardinal)


Scarlett - General (Human)
Scarlett is an upbeat young woman with a passion for combat, liquor and all the pleasures of life. There is another side to her though, one she keeps strictly secret, though in time she'll reveal this secret to you. (Voiced by Laura Aikman)




Aida - Princess, Dwarf Race
Aida is as true a dwarf as Sir Falstaff Silvervein, but despite her jovial ways she is actually a very troubled young woman who has always lived in the shadow of a father that never loved her: Thelor, king of all dwarves. Even on the Raven his influence lingers, to her great discontent - and possibly yours. (Voiced by Simone Lahbib)


Prospera - Councillor, Lizard Race
The epitome of reason and liberal ideals, Prospera is like a steadfast buoy amid a tumultuous sea of shouting elves, quarreling dwarves, preaching undead and babbling imps. Always she is cool, calm and collected a far cry from the other hot-headed Councillors. (Voiced by Lydia Leonard)


Catherine - General (Human)
Catherine used to be a queen in her own right, but ever since the enemies of the empire have been conquering kingdom after kingdom, her throne has toppled. Lusting for revenge, she has joined your cause to serve as a general, but she has a hard time of it. 'To serve' is a new concept for her, especially to serve a man. Catherine used to reside over a matriarchal society after all, in which all key positions were filled by women and wherein men were good for few other things than manual labour and procreation. She definitely needs to adapt to what is a new world for her, and when it comes to matters that relate to the equality of men and women, she is a staunch proponent of all matters feminist. (Voiced by Denise Gough)




Camilla - Princess, Lizard Race
Camilla was raised in the royal household of lizards in a very strict, indeed authoritarian way. Her parents did not shy away from severe punishments for the slightest infractions and this rigorous upbringing has given shape to her character in a fundamental way. All she has known all her life is law and order, and that is what her life is still about : she is a judge with a reputation for handing out harsh, uncompromising sentences. Aboard the Raven, she will remain a servant of the law, though you - perhaps - can influence her decisions. (Voiced by Lydia Leonard)


Oberon - Councillor, Elf Race
A staunch defender of the 'Green Mother', Oberon defends nature where he can, so serving elven interests. Elves try to keep a balance in a ruptured world, not wanting dwarves to destroy it with mines and factories or undead to make it all too rigid with dogmatic beliefs. (Voiced by Daniel Curshen)




Grumio - Chief Engineer (Imp)
To humans and perhaps even dragons, all imps seem a bit ... odd. Grumio forms no exception. He is the one who constructs new technologies aboard your command ship the Raven and though he may look like a glorified grease monkey, there's more to him than meets the eye. As an engineer, his skills are quite simply unsurpassed. (Voiced by Harry Hadden-Paton)

Maxos - Wizard (Human(?))
Maxos is an age-old (some say immortal) wizard, grey of beard, but keen of mind. The depth of his knowledge is unfathomable and you - just like Arthur had Merlin - are lucky to have him on your side as a guide and a mentor. (Voiced by Lewis Macleod)

Stabbey_the_Clown fucked around with this message at 12:16 on Aug 7, 2013

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
https://www.youtube.com/watch?v=5JB-lJ7zc44

Larian has decided to go nuts with their Original Sin Kickstarter, and now Every DIGITAL pledge of $95 or more gets a free digital download of Divinity: Dragon Commander. Because of the increased cost of Physical pledges, every PHYSICAL pledge above $150 will get a free digital copy of Dragon Commander.

(If that's all you're interested in, though, a minimum $25 pledge will let you add on Dragon Commander for $40.)


Oh, and there is a little bit of DC information news:

Larian posted:

Gandalf: Yes, you can command as a dragon (it's actually a last minute feature that was added to the list of things to do fairly late, but it should be in at release)

@Fairo: There are ways that you can capture countries without conflict, yes. You could make friends with the Lizards for instance, they'd give you a turn country card, and you can then play that card. Or you could invade with such a force that the enemy retreats right away. Or there could be no defences, in which case you just blitz through it.

Falro : on the strategy map, if you "attack" or "occupy" a country that has enemy units in it, you either fight it out in RTS mode, or you have the computer auto-resolve it.

If you take over a country that has no enemy units in it, you don't fight for it, it becomes yours just like that.


* * * * *


RPG Codex Preview - Scroll down past the Original Sin preview.

quote:

Before visiting Larian I had assumed that Dragon Commander was an RTS that allowed you to enter the battlefield in your dragon form and take a direct part in the action; I thought that would be the gimmick that would set it apart from the rest of real-time strategy games. Bear also in mind that I'm no great fan of the RTS genre although I do enjoy some of them occasionally. However, Dragon Commander turned out to be much, much more than what I had expected. In fact, it isn't even an RTS but rather a hybrid of different genres, something that has become very rare these days. In one package, you'll find social interactions and political decisions where your choices actually matter, turn-based strategy with a strong board game feel, and real-time strategy with an action twist.

...

As far as the races go, the undead are religious fundamentalists with a very rigid way of thinking, but because of their beliefs they do not shun forced labour, which translates into a discount on production costs during the RTS phase. The elves are the fantasy equivalent of liberal democrats, open-minded and wary of violence, supporting your army with magic powers and defensive abilities. The dwarves (with their councilor reminding me of Winston Churchill) are the capitalists of the game, always after profit and caring little about anything else, although their society is rather conservative and puts a special emphasis on family values. The lizards are libertarians and believe that anyone's actions are his own business as long as he is accountable for them; self-awareness and responsibility are what counts. And then you have the imps. Quite frankly, the imps are crazy and care about nothing but technology and science; their loose sense of ethics means that, to them, there is almost no boundary between right and wrong — science and progress are all that matters. As expected, they are your technicians and researchers.

Since we might as well begin with a controversial example, the first choice was whether or not we should allow gay marriage throughout our empire. Listening to the councilors' take on the matter wasn't entirely unlike listening to the news, except more entertaining. The undead councilor was, of course, repulsed by the very notion of gay marriage, the elven one strongly approved of it, the dwarf didn't like it but didn't seem to mind it much, the lizard thought it was a basic right to be able to decide who you should marry, and the imp councilor not only approved of it but was glad that it would make parties more interesting. I decided to allow it, changing my standing with the various races accordingly. Interestingly, your choices may lead to having to make follow-up decisions later, so that, for example, if you allow same-sex marriages you will later have to decide whether they are allowed to take place in public or whether gay people should be permitted to serve in the army. This is a nice way of showing your influence on the social and political development of your empire instead of having a big list of disjointed issues.

The most direct way your decisions impact the gameplay is by adjusting your standing with the different races, which in turn has an influence over the advantages you get from them. If you exceed their expectations, you may also receive cards that symbolise the favours you have gained with a particular race or person — a nice board game feature. These cards can be played on the strategic map or in the RTS part; some affect regions on the strategic map, others give you more units in the RTS battles or more abilities when in the dragon form. And then you have decisions that may affect the game right away, like allowing your army to go on a holiday. Everyone likes holidays and this will likely make you more popular, but you are also at war and sending some of your forces away might not always be the wisest choice.

The good thing is that all that stuff, which can be rather serious and heavy, is handled extremely well in the game and with a thick layer of humour. I laughed out loud a lot during the presentation, not because of the issues themselves, which I'm sure have most of us bored to death already due to their omnipresence in the news, but thanks to the comments the advisors were making. Seriously, hearing the elf rejoice that elves are now "the gayest of all people" after you have authorized gay marriages in public is so funny that it is hard to not go along with it.

Contains some spoilers for the storyline directions of some characters.


quote:

The map isn't fixed and, just like in Civilization, you can choose the size of the map when starting a new game, thus allowing you to set the length of the campaign according to your preference, or you can pick one of the pre-made maps available. This also applies to the multiplayer.

So, it looks like the single-player campaign will have a variable-size map. Lots of other details in this as well. A good read.



* * * * *


No new news on Dragon Commander, but with the successful $1 million funding of the Divinity: Original Sin Kickstarter, the media focus will be shifting back to Dragon Commander. It's already beginning.


PC Gamer Hands-on Preview

quote:

There’s no real cost to using dragon mode except your attention. But that’s in short supply: you’ve often got multiple bases to manage, build queues to keep going, enemy squadrons to watch and armies to control. Taking time out from all that to zoom around and shoot stuff is dangerous, and most of my major failures were things I didn’t see happening until it was too late.

I like the idea of that as a tactical consideration. In practice, though, most of my time lost was spent trying to reorient myself with the RTS mode when I switched back to it. You can zoom the camera out as far as you like, but the battlefield vanishes beneath the clouds before you can see it all. They’re still tinkering with what kind of overview they’ll give you.

Everything gets built quickly, there’s no fog of war, and the cap on recruits means a single battle never takes too long. Once it’s over, you can fight or auto-resolve any other conflicts that happened on the strategic map that turn. And when everything’s finally dealt with, you return to your giant steampunk airship.

A turn is a long time in Dragon Commander: it’s not unusual to have five conflicts going on at once, each of which you might want to play out as an RTS match. In fact, the whole singleplayer campaign is only expected to take about 20 turns, although obviously that’ll vary a lot from player to player. So when you return to your ship between each one, a new chunk of story stuff unfolds.

Stabbey_the_Clown fucked around with this message at 20:34 on May 2, 2013

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
Divinity: Dragon Commander Update
https://www.youtube.com/watch?v=KK9PtqBr0yc

There's only one month to go until release! Please, ask any questions you have and I'll try to answer them and put them into the FAQ, even though I don't have many answers right now.

Megazver
Jan 13, 2006
Threesome with skeleton princess and lizard princess: yes/why not?

DrManiac
Feb 29, 2012

Stabbey_the_Clown posted:

Divinity: Dragon Commander Update
https://www.youtube.com/watch?v=KK9PtqBr0yc

There's only one month to go until release! Please, ask any questions you have and I'll try to answer them and put them into the FAQ, even though I don't have many answers right now.



When do the people who got a copy of dragon commander through the Original Sin kick-starter get their key?

Phlegmish
Jul 2, 2011



How easy will it be to start up a multiplayer game? Will there be a sort of matchmaker service?

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
New Blog Update: To Listen or Not to Listen

Swen Vincke posted:

We received feedback today from a group of journalists about what they thought of a hands-on session with a beta-version of the game. Specifically, they were asked to name three things they liked and three things they disliked. From that list a few issues got flagged, and the question now is whether or not we’ll address those issues.

We are dangerously close to release, so anything we change now is bound to have a significant impact. But of course, not intervening means that for sure those issues will pop up in reviews, and if they’re bothering the journalists, they’ll probably also bother our players. Naturally, if we continue fixing things that pop up, we’ll never release because there’s no such thing as a perfect game. So, when is enough enough ? And should we listen to the feedback we received?

Had this been one of our previous games where we were paid via milestones, the decision would already have been taken, and no changes would be made, definitely not at this stage in development. But it’s not somebody else’s decision to make this time. It’s ours, and I am happy that we get to make this type of decision.


Megazver posted:

Threesome with skeleton princess and lizard princess: yes/why not?

Probably not, because that would depend on a pretty complicated formula. You can only really improve the relationship with your princess by fulfilling her requests. There are probably multiple ways of doing that, if what I've heard about the Undead princess is correct. Marrying one princess probably makes the other one unavailable to interact with (although there may be divorce in the game, but that may have been taken out).


I'll ask on the Larian forums about the other questions. It should only be another week or two maximum before David Walgrave finishes upgrading the Larian Vault to allow management of Kickstarter pledges and such.


I finally got a chance to actually watch the video.

- For the RTS mode, you can play the battle in Dragon form, the generals can "lead in battle", or you can leave the battle to its own devices (I think that means combat resolution algorithms).
- There are both single-player and multiplayer levels, which means that there will probably be some maps that are campaign specific and not pure symmetrical stuff for use in the multiplayer campaign. This will include the opening and closing stages of the campaign.

Phlegmish
Jul 2, 2011



Alright, I'm pre-emptively challenging all of you to a match.

My dragon could beat your dragon in a fight.

Orv
May 4, 2011
In like Flynn.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
Divinity: Dragon Commander's release date has been pushed back to August 6th. I guess they did decide to add a different difficulty setting after all.

All pre-orders from GoG.com will now come with Master of Magic for free! Also, retail boxes of Dragon Commander will come with a digital copy from on GoG.

Larian has been oddly quiet for the last few weeks, but that was deliberate - they're waiting for the noise of E3 to blow over. That makes sense.

I don't mind the delay, I'm just glad that we're finally being told that there is in fact a delay. Now I can postpone my worrying about the lack of information for another month. ;)

Great Rumbler
Jan 30, 2013

For I am a dog, you see.
Month-long delay sucks, definitely. But if they need the time, they can have it.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender


Here is the list of the game’s units and their upgrades, along with a brief summary of their role and counters. Updated July 31st.

Official Dragon Commander Units Page

Ground

Ground units are the backbone of the army, the only units capable of seizing building points. They come from one of two structures: the Battle Forge for the lighter units, and the War Factory for the heavier ones.



Trooper


Class: Light Ground Unit
Strong against: Light Ground units, Armours.
Weak against: Hunters, Heavy Units, Air units.

A Light-class ground unit, troopers are individually weak, but are quite cheap. They are good against other Light-class infantry units - easily defeating equal costs of Grenadiers (when neither side uses abilities). They can even beat an equal support amount of Armours, if the latter don’t focus fire or use abilities. The Trooper’s speed upgrade is basically essential if you plan to field Troopers. Their ability to capture buildings can be quite useful, and if all else fails, a group of Kamikaze troopers can cause chaos.

Abilities:
  • Enhanced Engines: (Passive) Increases the movement speed of Troopers.
  • Spoils of War: Allows Troopers to permanently capture enemy buildings. The process takes some time, more troopers speed it up.
  • For the Empire!: (Stance) Disables trooper’s attack, sets it to self-destruct on contact with enemy units/buildings.


Grenadier


Class: Light Ground Unit
Strong against:Medium-Class Units, Dragons and Air units.
Weak against: Troopers, Hunters, Heavy Units.

A Light-class anti-air/anti-armour ground unit, Grenadiers are a good thing to keep mixed with your army. In an unmanaged fight, they beat Armours at equal recruit costs (but NOT Equal Support costs). Despite Hunters being classified as Medium, Grenadiers do quite badly against them. Their skills are all geared to improving their damage output, especially against clustered units.

Abilities:
  • Imp Binoculars: (Passive) Increases Grenadiers attack range.
  • Enhanced Explosives: (Passive) Increases radius of area-of-effect attack.
  • Chemical Warfare: (Stance) Grenadiers fire a hazardous projectile that diseases enemy units.


Shaman


Class: Light Amphibious Support Unit
Strong: When mixed in with other units as a support.
Weak: When alone.

Shamans are a Light-class amphibious defensive caster unit. They’re welcome in any group for their healing abilities, but their skills are exceptionally useful. Shamans cannot heal themselves, but can heal a number of other units at the same time. They are an amphibious unit, which means they can move across both land and water equally well, letting them take shortcuts or support naval units. Cripple is a good anti-cluster spell that renders enemies helpless for a short time, Immunity is a defensive buff that reduces damage and prevents/dispels debuffs on your own units. Charm is a spell geared at turning a single powerful enemy unit against its allies.

Abilities:
  • Ally Healing: (No Cost) Heals all nearby ally units.
  • Cripple: Casts a spell to paralyze enemy units for a short time.
  • Immunity: A protective shield on a friendly unit that increases its defense and nullifies debuffs.
  • Charm: Temporarily switches an enemy unit to your side for a long time.


Warlock


Class: Light Amphibious Unit
Strong: When used as an offensive spellcaster, against Ironclads and Air Units.
Weak:In direct combat.

Warlocks are a Light-class amphibious offensive caster unit. Like the Shaman, they can travel over both land and water. Unlike the Shaman, they have an attack which can hit land and air units. Their fast, but weak attack is only something for them to do on their downtime, though. Their skills and exceptionally long casting range (longer than a Devastator in siege mode) are what makes them dangerous. Their cloak is self-only, but it lets them traverse large distances unseen, making them good potential targets for the Hunter’s Teleport ability, or in groups to act as a mobile strike team. They can also now attack while remaining cloaked, making them a menace to any enemy lacking detection. Their Meet the Beetles upgrade lets them remove enemy units for a short time, and their Death from Above attack is long distance and very good against clustered units.

Abilities:
  • Cloak: Turns the warlock Invisible for a long time. Using abilities cancels the cloak. Attacking does NOT cancel the cloak.
  • Meet the Beetles: Polymorphs a unit into a harmless ladybird beetle, disabling its attack and spellcasting capability for a moderate time.
  • Death from Above: Summons a rain of meteors, doing massive AoE damage on the target area.


Hunter


Class: Medium Ground Unit
Strong against: Light Ground units, Air units and Dragons – with “A Bird in the Hand” upgrade.
Weak against: Armors, Heavy Units, Air units and Dragons – withOUT “A Bird in the Hand” upgrade.

Hunters are a Medium-class anti-infantry unit. They’re the fastest ground unit in the game, letting them cover territory quickly. They can attack while in motion, letting them exploit certain slow-firing enemies caught alone. Their Teleportation ability lets them instantly reinforce any friendly ground unit on the map, their Revelation lets them see cloaked units and mines, and their last upgrade (“A Bird in the Hand”) lets them hit air targets, making them more versatile.

Abilities:
  • Revelation: (Passive) Lets the Hunters detect cloaked units and mines in an area around them.
  • Teleportation: Teleport to a distant friendly unit.
  • A Bird in the Hand: Equip Hunters with Rockets for effective anti-air attacks.


Armour


Class: Medium Ground Unit
Strong against: Medium units, Heavy units, Buildings
Weak against: Troopers, Air units, Dragon

Armors are a Medium-class anti-mechanized unit. Strong and powerful, they’re good against nearly all ground units – save the armour-piercing rockets of Grenadiers. Their thick armour lets them shrug off blows from most foes, and their double-barreled cannons deliver powerful retaliation. They are strong counters to Hunters and Devastators, but are completely defenceless against to air units. Like Hunters, Armours can fire while moving. They can be upgraded to carry three Troopers or Grenadiers, drop ground mines, or deal a short-ranged attack which is most effective against infantry.

Abilities:
  • Public Transportation: (Passive) Lets Armours transport Troopers and Grenadiers.
  • You’re Mine: Allows Armours drop ground mines into the field.
  • Short Sharp Shock: Armours release a powerful shockwave dealing massive damage to nearby units.


Devastator


Class: Heavy Ground Unit
Strong against:Ground Units, Sea Units, Buildings
Weak against: Armours, Air units, Dragon.

Devastators are a Heavy-class siege unit. They are slow to move and fire, but their shells deliver powerful blows. They are especially dangerous to clusters of the slow-moving infantry – a few well-placed shots can vaporize whole groups. They have no defenses against air units, and are also weak against Armours. Their upgrades include the basically-mandatory Besiege, which lets them enter siege mode to extend their range, Improved engines to let them move faster – also quite useful, and “Double Time”, which lets them shoot two slightly-lower damage shells at once, boosting their overall damage by 50%.

Abilities:
  • Enhanced Engines: Increases movement speed.
  • On the Double: (Passive) Lets Devastators fire twice in succession for lower damage per shot.
  • Besiege: Enables Siege mode, which surrenders mobility in exchange for increased attack range.


Air

Air units are uninhibited by terrain, and can unleash devastating strikes on distant points, however, they are relatively fragile and must be protected. Neglect creating air units of your own at your own risk.


Imp Fighter


Class: Medium Aerial Unit
Strong against: Air units, If ‘Bombs Away’ researched: Armours, Devastators, Juggernauts, Most Infantry units.
Weak against: Grenadiers, Ironclads,

Imp Fighters are a Medium-class anti-air fighter. Fragile, but cheap to make, Imp Fighters can easily sweep the skies clear of enemy aircraft. They have upgrades to increase their health, allow them to drop missiles on ground units, and deliver a slowing attack that cripples the firing speed of the victim.

Abilities:
  • Bombs Away: (Passive) Equips your Imp Fighters with bombs, allowing them to attack ground targets.
  • War of Attrition: Imp fighters attacks will slow down enemy attack speed.
  • Iron Plating: Boosts the survivability of Imp Fighters (increases their health).


Bomber Balloon


Class: Heavy Aerial Unit
Strong against: Heavy Sea Units, Ground Units
Weak against: Air Units, Ironclads.

Bomber Balloons are a Heavy-class anti-ground Aerial unit. They have the most powerful normal attack, with a good-sized splash radius even without upgrades, but their range is the smallest of any unit. Their formidable damage capacity can be increased with Enhanced Explosives to add a much larger splash radius to the explosions. They can also reveal invisible units, and lay air mines.

Abilities:
  • Mine High Club: Gains the ability to plant air mines.
  • Revelation: (Passive) Lets bombers detect cloaked units and mines.
  • Enhanced Explosives: Gives an increase to bombers AoE damage.


Zeppelin


Class: Medium Aerial Support Unit
Strong: When mixed in with other units as a support.
Weak: When alone.

Zeppelins are a Medium-Class Aerial Support unit. They lack a normal attack and are quite slow, but their abilities are devastating when used properly. All Zeppelins can increase the range of allied units by 33%, providing an advantage of at least one shot of fire before an unaccompanied foe can retaliate. While lacking weapons, a Zeppelin is not completely defenceless. The “Fly, my Flaming Pretties” upgrade shoots a barrage of flaming missiles at an airborne target. “Mustard Gas” is a bomb that inflicts long-lasting radioactive damage on a wide area of the ground – devastating to clustered forces. The Zeppelin’s Cloak is the prize of its abilities, though. It can cloak the Zeppelin and areas in a radius around it for a few real-time minutes, and units can attack while cloaked (it’s only using abilities that decloaks them). This is more than enough time to destroy an enemy base which lacks detection.

Abilities:
  • Ally Range Increase: (No Cost) Increases the range of all nearby units by 33%.
  • Fly, my Flaming Pretties!: Allows Zeppelins to unleash multiple fire-bats on an enemy air unit for massive damage.
  • Fog of War: Enables Zeppelins to cloak themselves and a group of units in the area for a limited time.
  • Mustard Gas: Zeppelins cast a persistent cloud of poisonous gas on their enemies in an area for a short time.


Sea

Control of the waterways is often important, as it can let you bypass troops and chokepoints to assault enemy bases directly. The Transport is the only units which can transport heavy units quickly to islands or across bodies of water, and its abilities to cloak and clear mines aid to its power. The Ironclad is a powerful defense unit to protect your fleet from airborne threats. The Juggernaut has the longest range in the game, it can be a mobile factory for producing Imp Fighters, and it can unleash the devastating Imp Bunker Buster to lay waste to a base.

Shamans and Warlocks are also supplemental units that can move over water, and their abilities can greatly enhance your own naval fleets, and disrupt the enemies’.


Transport


Class: Heavy Sea Support Unit
Strong Against: None
Weak Against: All.

Transports are a Heavy-class Naval support unit. They are armed with missiles that can hit all targets, but their weapons are weak and slow-firing. They have one critical job: transporting land units across water. Their abilities are build around that purpose. Cloak lets them silently slip behind enemy lines, so the only warning the enemy has is when the units unload on her shores. Minesweeper lets the Transport automatically defuse any enemy mines that may be blocking its path. If all else fails, there are too many ships blockading it, a transport can set its reactor to overload and ram them, causing a massive explosion.

Abilities:
  • Cloak: Hides the transport from view for a limited time.
  • Minesweeper: (Passive) Lets Transports clear mines from the water.
  • For the Empire!: Disables Transport’s attack, sets it to self-destruct on contact with enemy units.


Ironclad


Class: Medium Sea Unit
Strong against: Sea Units, Air units, Dragon.
Weak against: Ground units, Warlocks.

Ironclads are a Medium-class Anti-sea, anti-air sea unit. These cruisers are intended to protect sea units from attack by air, and attack enemy sea units. They can both plant and detect mines and invisible units, and their “On Guard” skill lets them shoot down all hostile projectiles for a short time. Their only weakness is land units, which their torpedoes and anti-air missiles cannot hit. Warlocks are a particular menace, as they can follow the Ironclads out to sea and cannot be targeted by them.

Abilities:
  • Revelation: (Passive) Lets Ironclads detect cloaked units and mines.
  • On Guard: Enables Ironclads to activate an defensive-targeting mechanism to shoot down enemy projectiles in an area around them for the duration of the skill.
  • Sea Mine-Maids: Allows Ironclads to deploy sea mines.


Juggernaut


Class: Heavy Sea Unit
Strong against: Ground units, Sea units, Buildings
Weak against: Ironclads, Air Units

Juggernauts are a Heavy-class anti-ground unit. They are the prize jewel in an army. They have the longest range and highest health in the game. Their already fearsome range can be extended with Imp Binoculars, letting them hit targets far inland. Juggernauts have no way to attack air, but the Imp Backup upgrade will allow them to build Imp Fighters onboard when an Aerofactory is just too far away. Their final upgrade is the Imp Bunker Buster, a weapon of last resort. This launches a missile that can hit anywhere on the map. It takes a while to build a Bunker Buster, and it costs almost half as much as the Juggernaut itself. The projectile is fairly slow and can be destroyed, but it makes a devastating impact on whatever it hits. It is a base-killer.

Abilities:
  • Imp Binoculars: (Passive) Increases Juggernauts attack range.
  • Imp Backup: Allows Juggernauts to deploy Imp Fighters from their position when needed. Costs the same amount of Recruits as the Aerofactory-deployed fighters.
  • Imp Bunker Buster: Launch an extremely powerful tactical warhead that does an enormous amount of damage in a target area. The warhead is slow, and is targetable and can be destroyed before impact.

Stabbey_the_Clown fucked around with this message at 15:12 on Aug 13, 2013

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
Divinity: Dragon Commander Beta – First Impressions



I am currently participating in the ongoing Dragon Commander closed beta, and I’ve been having a lot of fun. There’s explicitly no NDA, so I am allowed to talk about it. The Beta only has Skirmish mode, RTS fighting on a single map, so I don’t know much more about the Single-player and Strategy map gameplay than what’s already been said and what I can glean from the manual.

The game looks great and runs great – I’ve only experienced a little bit of slowdown on only one or two occasions, and it was only briefly. That’s pretty good considering that I’m running the game at high resolution with bells and whistles on, on a computer that’s five to eight years old.

I even managed to play and win a game where one player (me) was in North America, one was in the UK, and a third was in Belgium with no sign of lag after the start.



Pictured: My forces going in for the kill on a human opponent in Maxos Crossing at dawn

Each unit and building casts a shadow. There is no day-night cycle, BUT each map has several variations on time of day and weather. This is the Maxos Crossing map at Dawn, but I’ve also seen this map be in the day, in the day with additional haze and fog, and at sunset. This is a minor thing, but no one at all would have missed it if it wasn’t implemented and each map only had one look and one time of day. I love the attention to detail that the multiple times of day add.



I’ve played some RTS’s in the past – most recently Starcraft 2, but I haven’t played that game or any other RTS in a couple of years so I’m rusty. This game also doesn’t play quite like that. There is only one resource in the game – Recruits taken from the country’s population, and that’s shared between all players. Population is gathered from Recruitment Centers – the more you own, the faster you drain the population. All buildings are constructed on specific pre-placed platforms, and Recruitment Centers have their own specific building platforms that they can only be built on – and nothing else can be built there either.

My first playthroughs were pretty poor until I learned the critical rule: You cannot afford to sit back and build troops, you have to seize and defend those sites, because they’ll fill the enemy bank account.

Pictured Below: My entire remaining army beating an enemy which skimped on its air defenses.




To support your efforts, you can join the fight yourself as a Dragon. Controlling the Dragon is simple and intuitive. You move with the WASD keys (although you can reassign if you want), your right mouse is a dash key – use it when strafing for a quick burst of speed - it works to dodge incoming rockets for an extra second, but they are homing, so it won’t save you forever. The Dragon is extremely effective at cleaning up infantry units, but it doesn’t do a great deal of damage, so it’s much less effective at heavily armoured units. Even against ones that are unable to fight back, it takes some time to kill those units.



Pictured: The Dragon’s Pillar of Flame skill.

It takes some amount of your recruits to join the fight as a Dragon, either 5/10/15/20, I’m not sure how it’s calculated exactly, so you shouldn’t just spawn in willy-nilly, especially once the resources run out. You can stay in Dragon form as long as you like, assuming you aren’t killed. The resource cost is pretty minor given the benefits it provides. The real cost to entering Dragon form is time. While you’re in Dragon form, you can’t produce troops or research upgrades.

Once the resources run out, the match changes from fast paced to more tactical. Each player has to carefully use the resources and troops they have left to defeat the enemy. A player is not out until all their buildings AND attacking units are destroyed. Just wiping away all their buildings won’t eliminate a player.

If you have any questions, let me know and I’ll try to answer them as best I can, although I haven’t tried every upgrade, and things are still in beta and are subject to change.

Stabbey_the_Clown fucked around with this message at 18:00 on Jun 24, 2013

Phlegmish
Jul 2, 2011



That looks good, though I'm a little afraid that I'll get overwhelmed at first. It seems to be very hectic, and I'm terrible at multitasking. Did they also let you play the roleplaying part? Did you manage to seduce the skeleton princess?

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Phlegmish posted:

That looks good, though I'm a little afraid that I'll get overwhelmed at first. It seems to be very hectic, and I'm terrible at multitasking. Did they also let you play the roleplaying part? Did you manage to seduce the skeleton princess?

It is definitely hectic, but thankfully, one of the options for the AI is "NONE", which lets you happily play around and play with the units to figure out what they do.

No to the skeleton princess, it's only Skirmish mode, no single-player gameplay, no campaign (Risk-like map). The Skirmish mode starts off with a higher population cap (5000) than it will probably be in the campaign modes, but that's because you have nothing researched in a Skirmish. In a campaign, things researched from the Stragegy map will carry over.

Deakul
Apr 2, 2012

PAM PA RAM

PAM PAM PARAAAAM!

Do you think that the game is too simple since it only uses one type of resource?

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Deakul posted:

Do you think that the game is too simple since it only uses one type of resource?

Good question. I think I'll say "no", although the way the game plays makes it harder to give a concrete answer on this. It plays out much differently from say, Starcraft (tons of plentiful nodes around the map), or Battle for Middle Earth (free resources forever at a trickle as long as your resource production buildings are intact). It is its own game.

The way the resources work in Dragon Commander is that each map has a population - 5000 total (in Skirmish mode), a pool shared between all players. It represents the country's battle-ready population. It is transformed into a private fund called "Recruits" that you use to build things. You get 5 Recruits a time every 5 seconds for every Recruitment Center you own on the map. You gain 5 recruits, the overall remaining pool available to all players decreases by 5 recruits.

There's also bonus recruits that you can get from capturing neutral (EDIT: ANY) building platforms: 2 per turret platform and 10 per other platform. Those are free bonuses that do NOT drain the resource pool of the map, but they're a one-time bonus, mostly helpful to get up your other production buildings right away.

Once the population pool is used up, the players only have the Recruits they have in the bank (and whatever they can get from selling structures). EDIT: And capturing resource platforms.

It presents an interesting wrinkle to the end-game, although I haven't been able to explore it too much with other human players. The AI doesn't really do much once the income dries out.

Recruitment Centers can only be built on specific platforms that can only hold Recruitment Centers, so those will probably be the focus of the early battles.

Stabbey_the_Clown fucked around with this message at 12:23 on Jun 25, 2013

Deakul
Apr 2, 2012

PAM PA RAM

PAM PAM PARAAAAM!

Not as a simple as I thought it was, neat.
Pretty cool idea behind it really.

Thanks.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
Three bits of news today!

They remastered the trailer:

https://www.youtube.com/watch?v=Nq2cDhcVmOA


Next is a video showing how one complete turn plays out in the single-player campaign.
https://www.youtube.com/watch?v=nAF-AAudfp8

Next are two more personalities!




Edmund - General (Lizard Race)

General Edmund is an extremely able and intelligent general, and he knows it. His arrogance is legendary, which endears him very little indeed in the hearts of those who know him, but he would not have it otherwise. If he has the choice between solitude - loneliness even - and having to suffer the vagaries of inferiors, his decision is quickly made. His cold and analytical mind desires the game of chess that is strategy only, and he takes great pleasure in obliterating his enemies, especially those who are non-lizards; base and lowly creatures he detests with a passion


Sir Falstaff Silvervein - Councillor, Dwarf Race

Rich and corpulent, Falstaff embodies everything that is dwarven. He loves gold, beer, upholds family values and speaks plainly. One could easily dismiss him as a loud-mouth dwarven don, out for wealth and power only, but to do so would be very foolish indeed: behind his gruff exterior a cunning politician is at play. Underestimate him and you'll leave the table empty-handed while he reaps all the rewards.


* * * * *

Plus I am in the ongoing Dragon Commander multiplayer skirmish-mode beta, so if you have questions on how the RTS combat plays and how the Dragon affects the balance of the multiplayer game, ask and I shall answer (well, as best as I can).

EDIT: I'll start now, by explaining what exactly I have access to. Skirmish mode is a single match on a single map. Every player starts out on equal footing, with no units, no resources, no research completed, just one recruitment center and a single building platform.

The population count on the map is 5000, which is higher than it would be for a map played in campaign mode, but it's enough to let you build a sizeable army and research a lot of things.

Stabbey_the_Clown fucked around with this message at 19:08 on Jun 26, 2013

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅
Has the pledge management system gone live yet (I thought it was supposed to be a couple of days ago but I don't think I've seen an update)? Do we know when the Divinity backers are going to get their Dragon Commander codes?

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Darkhold posted:

Has the pledge management system gone live yet (I thought it was supposed to be a couple of days ago but I don't think I've seen an update)? Do we know when the Divinity backers are going to get their Dragon Commander codes?

Good question. The Pledge management system IS working, however it is not available, because they're adding extra features. (Game Designers :rolleyes: ).

EDIT: It seems to be available now.


Larian posted:

Hi gang! Long time no see. I've been lurking now and then, but we've been busy with Original Sin, obviously, and with Dragon Commander, and with the Backer Management System.

In fact, the management system is up and running, but just not "open to the public" yet. There are some features we wanted to add to the Vault while we are at it, so we thought we'd take this opportunity to add them before we invite 20.000 people over ;-)

So if all goes well, expect to see it go online tomorrow. We're hoping to put it online before we make a big fuss about it so that our servers don't die of all the traffic. So no worries. It's done. It works. We're just waiting for the "right moment" :)

Cheers, David

Larian posted:

So it may be tomorrow instead of today. We are waiting for something that needs to be given to us by another company. I'm sorry I have to be so cryptic. All will become clear :)

Stabbey_the_Clown fucked around with this message at 17:04 on Jun 26, 2013

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
Those who backed the Divinity: Original Sin Kickstarter at a tier high enough to get Dragon Commander, Sign up to the Larian Vault and link your Kickstarter account to get free access to the Dragon Commander beta on Steam.

For those in the Beta, join this Steam Group: http://steamcommunity.com/groups/BetaDragon to make it easier to find matches and other players.

quote:

Pre-order Dragon Commander and get a free upgrade to the Imperial Edition (and recieve immediate access to the beta)

Imperial Edition Features:
  • Golden Dragon skin
  • Dragons on Earth Campaign Map
  • Digital Soundtrack
  • Behind-the-Scenes documentary
  • Dragon Commander’s best kept secret: an overview of all the choices and consequences in the game (you’ll be amazed)

EDIT: Anyone who pre-ordered Dragon Commander through the Kickstarter receives the Imperial Edition upgrade free!

Stabbey_the_Clown fucked around with this message at 01:30 on Jun 29, 2013

Phlegmish
Jul 2, 2011



Alright, I'm looking at it right now...basically, the add-on system for D:OS is online now, though most of the stuff 'isn't accepting input' yet? And it's through Larian Vault? Well, we'll talk about this in the D:OS thread. Going to see if I can figure out how to get access to the DC beta.

Edit: got the key, going to activate it on Steam.

Phlegmish fucked around with this message at 20:41 on Jun 26, 2013

Phlegmish
Jul 2, 2011



I'm in. Anyone up for a match? There are only three dudes online, and two of them told me to leave their lobby because they were about to record a video.

Edit: one person online and I can't join his lobby because I don't have the same game version.

Second edit: zero people online :argh:

Phlegmish fucked around with this message at 21:27 on Jun 26, 2013

Raze_Larian
Mar 31, 2013

Larian Studios

Phlegmish posted:

Second edit: zero people online :argh:

You might want to play against the AI to get the hang of things first, anyway (set the AI to None in the difficulty list, and they will not start building or recruiting).

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅
Well downloading the Dragon Commander Beta now. Thankfully a painless process linking accounts and getting the code.

Don't really have much interest in playing against random pubbies but I might get around to a few matches against other goons.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Darkhold posted:

Well downloading the Dragon Commander Beta now. Thankfully a painless process linking accounts and getting the code.

Don't really have much interest in playing against random pubbies but I might get around to a few matches against other goons.

I've just been playing against the ai for now. It's quickly obvious that it can't compare to what a human can do, but it's nice to play that for a while to see how poo poo works.

Yannos
Aug 4, 2006

You shall fetch me your universe's ultimate cup of coffee.Black. You have five earth minutes ... Make it Perfect!
Really enjoying it so far. Too bad you can't save during a MP match... I had a 4 player match going on for a long time before it crashed :( ... Uploading a bug report didn't work sadly enough.

Excelsiortothemax
Sep 9, 2006
I've been playing this as well and find it rather fun. How do I switch back from dragon to commander though? I can't figure it out.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Excelsiortothemax posted:

I've been playing this as well and find it rather fun. How do I switch back from dragon to commander though? I can't figure it out.

"R" is the morph key in both RTS and Dragon modes. It costs recruits to spawn the first time, and every time you respawn after dying. However, if you leave Dragon form voluntarily, without dying, respawning as a Dragon is free.

The Skirmish mode Dragon was pretty powerful the last time I played, but so far my experience with the Campaign mode Dragon is that they're incredibly fragile and melt to anything anti-air in seconds. I haven't had enough time to play a lot with it, though.

Blast of Confetti
Apr 21, 2008

by Jeffrey of YOSPOS
Huh, Larian has been going nuts with their IP all of a sudden. I haven't played the Divinity RPG's yet, though I've wanted to try Divinity 2. Definitely going to be giving Dragon Commander a shot. Always wanted a RTS where I could actually run around and gently caress some dudes up. :v: Referring to me as Emperor instead of being an omnipotent hand in the sky helps as well.

e:Long shot, but is modding going to be a thing with this game? I saw one of their concerns in that writeup is how to go about balancing, but if they leave that open to the community then suddenly there's a billion difficulty mods ranging from a flat percent to entirely new units with a bunch of gently caress you mechanics.

Blast of Confetti fucked around with this message at 22:44 on Jun 27, 2013

Mzbundifund
Nov 5, 2011

I'm afraid so.
So in the campaign mode, does the game keep track of units bought via recruits and units imported from the turn-based map? If you buy units with recruits in the real-time battle, do they then transfer to permanent units on the turn-based map if they survive the battle? If not, does the game somehow distinguish visually between temporary units and permanent ones so that I can screen my valuable turn-based-factory-produced units with disposable real-time-recruit-bought units?

DrManiac
Feb 29, 2012

Wow, I'm terrible at this. I don't really play RTS games so what should I be focusing on at the start of a battle? I used my dudes to capture some points but they still ended up overwhelmed 5 minutes later.

Red Minjo
Oct 20, 2010

Out of the houses, which is the most blue?

The answer might not be be obvious at first.

Gravy Boat 2k
I set up a 2v2 with AI on the strategy type mode; it was me and green vs red and yellow. I managed to win a battle without auto-resolve, but it's still all pretty hard for me. I'm not exactly sure how to give up my control of my dragon in order to produce more dudes, other than getting myself killed. Then, back in the map mode, my AI teammate takes over my capital and knocks me out of the game. It seems like territories work super weird in team games.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
I played a 2v2 match this morning, with a couple guys from Larian (one on each team) and another player. The gameplay was really smooth, despite me being in Canada and the game being hosted in Belgium. I got my butt kicked pretty badly. I'm not all that great at the RTS mode yet (while I have played them, I don't play them often, or recently).

Unrelated, but in 2v2 campaigns, all 4 players participate in battles, even if only 2 sides have units in the country. If you have no units, you don't start out with any, but you can play Mercenary cards to boost your ally's chances. Mercenary cards are consumed after use and don't count for or against unit survival calculations. They are entirely disposable and are pretty plentiful, so feel free to spend them.

Mzbundifund posted:

So in the campaign mode, does the game keep track of units bought via recruits and units imported from the turn-based map? If you buy units with recruits in the real-time battle, do they then transfer to permanent units on the turn-based map if they survive the battle? If not, does the game somehow distinguish visually between temporary units and permanent ones so that I can screen my valuable turn-based-factory-produced units with disposable real-time-recruit-bought units?

Any units you buy in the RTS mode are not transferred back to the campaign mode for balance reasons. I'm not entirely sure what the formula is for getting units back at the end, but I think it has to do with the percentage of your units that survive (not counting mercenary units.) I wanted to test and see hiding your starting units at your base and winning with recruit-based units would work, but the map where I tried that I ended up getting my butt kicked and losing the map, so I'll have to try that again.

I think it's a matter of efficiency in not losing units. Unfortunately the fast-paced swarms of unit gameplay is not really conducive for preserving your units. I think the best you can hope for is to wipe out all of the enemy's campaign map units and hope your losses were less expensive than his.


DrManiac posted:

Wow, I'm terrible at this. I don't really play RTS games so what should I be focusing on at the start of a battle? I used my dudes to capture some points but they still ended up overwhelmed 5 minutes later.

First build your Battle Forge, and while it's building, shift + right-click the rally point to the nearby the white construction sites so your troops will automatically capture them as they walk past. You get bonus recruits for capturing a construction site, so at the start you want to produce a lot of cheap units (preferably fast) and spread them out to capture as many free construction sites as you can. That'll give you an instant ton of cash you can use to get up other buildings and Recruitment Centers and start building units.

There are unlimited queues when building units, so you can be auto-building for a while if you spam the build unit button.

"R" is the Dragon Morph button in either Dragon mode or RTS mode. Teammates taking over your territories sounds like a bug which should be reported.

Stabbey_the_Clown fucked around with this message at 00:42 on Jun 28, 2013

DrManiac
Feb 29, 2012

Is there anyway to have your units just attack anything near a designated point? Hold just seems to make them stand still.

Yannos
Aug 4, 2006

You shall fetch me your universe's ultimate cup of coffee.Black. You have five earth minutes ... Make it Perfect!

DrManiac posted:

Wow, I'm terrible at this. I don't really play RTS games so what should I be focusing on at the start of a battle? I used my dudes to capture some points but they still ended up overwhelmed 5 minutes later.

First of all set the difficulty to easy!
In any case; most maps seem to be made for 4-players. So what I usually do I is send a few guys to capture the other "empty" main bases. That way you get a 2 free recruitment centers and you can fortify 'em with anti-ground turrets. If you notice that the AI has the same idea and is moving towards one of these bases then just morph and take 'em out so your guys can capture without problems. Then just try to capture some points close to their base and overwhelm them. Or just make a stand there until he runs out of manpower which is a bit safer than attacking base defenses.

Yannos
Aug 4, 2006

You shall fetch me your universe's ultimate cup of coffee.Black. You have five earth minutes ... Make it Perfect!

DrManiac posted:

Is there anyway to have your units just attack anything near a designated point? Hold just seems to make them stand still.

Press "a". Your cursor will change into a crosshair. Then click to attack-move there.

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Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Yannos posted:

Press "a". Your cursor will change into a crosshair. Then click to attack-move there.

I believe you mean "q", as a is "move camera/dragon left" by default.

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