Frogboy

Frogboy

Joined Last seen Member # 1
1,440 Posts 5,729 Replies 103,643 Reputation

Try this EXE. Replace what's in your directory. http://draginol.stardock.net/files/FE-082912.zip Turn off antiasliasing and let me know if this fixes it. Thanks!

71 Replies 26,399 Views

That does't make sense. That's MY video card (I have the 6950 but still). Do you have a screenshot of what you do see? One suggestion: There are newer drivers for that card. Mine are substantially newer (I needed them to get KOTOR to work).

71 Replies 26,399 Views

[quote who="Sentinemodo" reply="16" id="3216222"] quoting post 1. Missing unit display in the sovereign screen and other areas. This is a video card issue but we have worked around it in 0.951. Turn off anti-aliasing in the settings and it should work. Make sure you update your drivers. Still no good. Antialiasing off. I can see them durign unit design and level advance. I don't see them on sovereing selection and monste

71 Replies 26,399 Views

This is what I'm working on for 0.952. For the longest time, the goal was to make the AI challenging in sheer raw expansion. Now, I'm able to get it a lot more refined. This week (not in your build) I was able to finally get Pariden to play very differently than say Magnar. It's just that these kinds of changes take weeks to play test to make sure they aren't doing obviously dumb things. So there's weeks worth of work waiting to go into the next updat

6 Replies 8,183 Views

[quote who="seanw3" reply="109" id="3215946"]Frogboy started a new thread addressing the bugs we have been discussing. Anyone who has problems with the recurrent bugs should make them known there. I have to say I am a little worried that they are pushing to beta 5 after just one more update. This beta cycle was supposed to be all about cities. We have gotten alot of great city design from beta 4, but .951 was nearly pure UI and AI. They were great changes, but I have to question whether or no

117 Replies 239,512 Views

There is a new mechanic in Beta 4A where there's a penalty if a city isn't connected to the capital via the zone of control. I wonder if something like that might be beneficial for resources. I *personally* prefer using the ZOC because it represents the area that is supposed to be reasonably safe -- you've civilized it.

16 Replies 14,543 Views

Yea, saved games are what made Galactic Civilizations II so good. It let us see how real people were playing the game. Plus, I just like loading them up to see how the AI is doing.

71 Replies 26,399 Views

[quote] Really? And here I thought you and your team were just sitting around all day playing Chris Crawford games, because you didn't respond immediately and in great detail to every request for every change from each beta tester. Damn. What a surprise.[/quote] Well we did just get Balance of Power 1990 and were having a debate over whether it was better than the original. So obviously we won't be talking too much in the coming days and wee

87 Replies 225,347 Views

Sorry you feel that way. However, the idea is to give players real choices. That is, being able to trivially add every spell book to your custom sovereign robs the custom sovereigns of any real choice -- it is always better to have all the spell books, therefore, selecting them all isn't really a choice and isn't as fun (imo). I think I agree on Inspiration giving 2 per essence being too much. It was my suggestion and I'm having mixed feelings about it now.</

11 Replies 16,242 Views

Hi guys, We plan to release a 0.952 before heading to Beta 5. Beta 5 will be purely about bug fixing and polish but we do have a number of significant bugs on our list that we plan to address prior to leaving Beta 4. Here are a few selected ones that I've seen others report that are type 0 (prevent playing of the game). 1. Missing unit display in the sovereign screen and other areas. This is a video card issue but we have worked around it in 0.951. Turn

71 Replies 26,399 Views

[quote who="malichai11" reply="46" id="3215840"]Frogboy, what about fixing spells that don't have their power increased when you gain more shards so that you don't have to cancel spells and recast them when you gain more shards?[/quote] If it's not in the change log, it probably wasn't addressed yet. There's a long list of things still to fix. A LONG list.

87 Replies 225,347 Views

[quote who="ins2" reply="28" id="3215690"] Frogboy, I did not see it in the Fixes, but have you looked into / improved the tactical combat slowdown issue? It was quite persistent in Beta 4, and while not game-breaking it is quite frustrating...[/quote] Actually yes, we are looking into that. It's near the top of the list of things to get fixed. We spent a lot of time this week fixing memory related issues.

87 Replies 225,347 Views

The idea behind raze is to make it so that the city is just gone and can't be built on in that area again (we expanded the # of tiles raze effects too). That way, the game moves along. Having another half dozen cities to suddenly manage isn't fun (at least I don't think it is).

51 Replies 33,417 Views
Reply to Roads...yeesh. in FE Beta

There are units that can build roads btw.

36 Replies 35,609 Views