What we have today is a lot of hard coding by me on the spells. Not by name but by what type of spell they are. And it's tough because I'm not really that good at tactical battles. What I do is give a value to each enemy target and then combine that with a value for a particular spell on that particular unit. It works reasonably well but you still see stupid stuff sometimes because my own familiarity with spells is limited (for instance, I didn't know about coal ston
Frogboy
Thanks. We still have some work to do. There's a crash related to unit portraits being generated in a non-message thread but it's getting there. I'd say we have (at least) 2 more public builds before we can call it gold. And of course, after "gold" there's still lots of cool stuff I'd like to see us do if we have the budget.
Great stuff. Thanks! The crash is related to it trying to generate portraits in a thread. It's something on our list. It is, by far, the most common issue.
I have requested a change here too. I game this pretty badly right now. Why research horses when I can just buy mounts from Kraxis?
I haven't implemented the code yet. But what I would have it do is have it adjust the priority of the target.
These features are about future proofing. Not for 1.0 but rather post 1.0 so that modders (and myself) can make the tactical battles far more sophisticated in the future.
I don't think Python will be making a return any time soon. I wanted this in WOM but it proved to be too much. A lot of what we want to do could be put into XML based scripts. But it'll take time (and money) to do that. My dream is for someone to make an RPG mod.
I think I found the bug that causes this. Will be testing. It's amazing how something that seems unrelated can affect another thing.
[quote who="Heavenfall" reply="13" id="3233862"]Unfortunately there are all kinds of bugs that sneak up on us unless we edit the installation files. I can provide a list if you are interested, Frogboy.[/quote] i will be after Release. The modding is where much of my time is going post release.
I can tell you, as the AI guy, it loses a lot of cities and pioneers and outposts each game. My suggestion is to look at the traits each AI player has. If they're an expansionist or aggressive, look out. They'll go all over. But others, like isolationists, rarely expand but instead focus on building up.
One suggestion I would give is to remember that most of the XML in the game aren't file based but rather object based. For example, when I make quests, city improvements, techs, etc. I don't modify any existing files. I create say BradsTechs.xml or BradsMonsters.xml and go from there. The game will pick them up automatically. Other than elementaldefs.xml, I don't think there's any reason to modify one of the game XML files.
Good feedback. The quick answer to this is: This is why most games have their AI's just cheat. If the AI could just "see" everything, it would help a lot. One thing you could do to alleviate this is to turn on FOWcheat=1 in the AIdefs.xml file so that the AI can see everything. In the meantime, I'll keep trying to port my GalCiv AI "guessing" routines to FE where the AI tries to surmise that the odds of something being good is there. In GalC
This is the first beta where we don't stream our XML. So I think it's going to take a beta update (or two) to improve the installer to not rely on us force feeding our XML onto customers.
I think it'll be the visuals people notice first. I mean, instantly. At least, we hope so.
[quote who="FatNonFree" reply="98" id="3231701"]Is Beta 5 still coming out 9-20-2012?[/quote] That's the plan.
[quote who="M_Valentino" reply="5" id="3231350"] Quoting Frogboy, reply 3Make sure you don't use the video drivers that come with Windows 8. I had terrible problems with my games, including FE. Like the image below by any chance? Because that's what I'm enduring at the moment. How did you solve it? (I downloaded the game several hours ago and I've been trying to figure out the problem and how to solve it)Reduced 41%Original 1367 x 768[/quote]<
[quote who="NorsemanViking" reply="3" id="3226751"]The worst is when the roads go through the wildlands...... [/quote] Please don't refer to Michigan as "the wildlands". Thanks.
Note: I'm not the designer. Derek is. So I'm jut giving my opinions here. I think population should mean only as much to a city as XP means to a unit. I think city leveling up needs to matter a lot more (and I think Kael agrees here). I don't know how much more. But, for instance, you get no production bonus for leveling up right now. Whereas, I think there should be a exponential increase in production per material for each level. But, on
Hmm. My understanding is that the 3 turn requirement isn't in Beta 5. It was still in the Beta 4 series because we had just transitioned from the population model. But in Beta 5, I think the only limit is that you can only build 1 unit/building per turn max (i.e. no MOO building of 742 ships per turn). To balance that, the rush buying was tweaked a bit to reward players who pre-planned a strong production economy. There's been a number of changes made
Make sure you don't use the video drivers that come with Windows 8. I had terrible problems with my games, including FE.
I love this article. I don't see myself as a game designer. Rather, I prefer to try to look at what other people are designing and help them reach what I think (or hope) is their end goal. Re UI: I am a big believer in the concept of "fatigue points". The more junk you put on the screen, the worse the experience imo. So choose wisely. The other thing I'm a big believer in is context. Keep related things together, visually, on the screen. Also, sound cues
GameStop is just selling Steam keys.
In beta 5' FE becomes a first person shooter.
Fe doesn't use steamworks. There will be no DRM is FE.
мы будем улучшения этой области в игре. мы можем оказаться не в состоянии сделать это так хорошо, как вы хотите до релиза. мы будем продолжать работать, чтобы сделать его лу