Frogboy

Frogboy

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1,440 Posts 5,729 Replies 103,643 Reputation

[quote who="DevildogFF" reply="9" id="3126412"]A) I think FE has the best art direction, in my humble opinion. B ) How did you get Warlock screens? Are you IN the beta? (If so, tell me about it! If you can..) I like the comparison, but I really feel like FE is the only one that *really* stands out.[/quote] I took them from Paradox's page. We're pretty close with Paradox, as they are kindred spirits.

69 Replies 147,918 Views

[quote who="Gandhialf" reply="7" id="3126393"] Quoting Magog_AoW, reply 3If Triumph studios are working on AoW3 it will be interesting to see how they handle the transition to 3D. Are there any clues that it is the case?[/quote] That would be great. They really are great guys over there.

69 Replies 147,918 Views

What he's talking about, and I agree (Even though it demonstrates my weaknesses as a designer) is that choices need to matter. Don't have lots of choices of ambiguous meaning, have fewer choices that have very obvious meaning. To this day, the formula in Galactic Civilizations II for determining approval rating on a planet is an incredibly complicated formula because there are so many things that come into play. It's a bad design. In Elemental: War of Magic,

41 Replies 188,729 Views

[quote who="joasoze" reply="1" id="3125377"] I wish for a spell called "Deplete Mana". When cast it cost 400 mana and it depletes 200 mana from an empire of my choosing. This will enable more practical empires (focusing on units and not as much on spells) to level the playing field a little. [/quote] I like.

13 Replies 36,927 Views

[quote who="Lord Reliant" reply="29" id="3120558"] Quoting Frogboy, reply 28I didn't like that mechanic, I don't like it in Civ either. I think sneaking across borders should be part of the game but there needs to be a stiff penalty for getting caught so that players aren't constantly having to enforce it. Will the humans be able to ever "sneak" across the enemy AI? I could see a human forgetting to notice an AI unit crossing their ZoC, but given how much the

38 Replies 53,802 Views

I'm thinking of making the "kick out" penalty greater -- kicked out units get sent all the way back to their capital. That way, sneaking across someone's territory and getting caught is akin to being deported.

38 Replies 53,802 Views

If the boys try to approach her when she's gnawing on a bone, she will sometimes growl (she gets in trouble for doing this). By contrast, the 5 year old can crawl up and take the bone without the puppy caring one bit.

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[quote who="Trojasmic" reply="12" id="3119408"]Is this the bug I reported about some AI troops moving to some random tile in the game and then just staying there for the rest of the game and never moving from that spot?[/quote] No. This would be a mid game thing where the units are only moving every other turn.

38 Replies 53,802 Views

There will always be bugs, no matter how good the architecture. In this case, it was a matter of synchronizing animation with the turn ending when in different threads.

38 Replies 53,802 Views

ranged AI? I'm not talking about tactical battles.

38 Replies 53,802 Views

This fine, Sunday afternoon I'm messing around with making animation run smoother. In the process, I discovered something -- the AI's moves can get aborted in some instances due to framerate. Just fixed this. Should make a big difference in AI quality, especially late game.

38 Replies 53,802 Views

The current plan is 1 tile cities. But we also are aware that a lot of people like having the cities in the maP in their full glory. So before we make a radical change it's a good idea to make sure we leave no stone unturned and let those who feel one way or the other have a place to express their views.

128 Replies 383,913 Views

Strategy Informer has an article regarding why Stardock is giving Fallen Enchantress away for free to early War of Magic adopters. Read the whole thing here: http://www.strategyinformer.com/news/17332/stardock-giving-away-new-game-for-free---we-feel-we-owe-our-audience

11 Replies 61,841 Views

We'll have begun adding unique factions but we won't have finished. We'll be looking for feedback on the first couple of unique factions to see if we're on the right track. Then Beta 3A, 3B..etc. will evolve on the rest.

106 Replies 298,861 Views

Just a head's up, Beta 3 is scheduled for April 12th. The Beta 3 series of Fallen Enchantress will be revolving around faction differentiation. It also contains a lot of tweaks and balance based on player feedback.

106 Replies 298,861 Views

[quote who="Jalicos" reply="34" id="3114594"]The digital distribution chart worries me. I don't trust Gamestop, EA is worse, everyone loves Steam but it won't let you play anything without asking for Valve's permission... Am I still going to be able to buy games in the future? It's starting to feel like no one wants me as a customer anymore.[/quote] Well WE love you. :)

46 Replies 100,663 Views

I wouldn't expect the game to be rock solid until mid Summer to be honest. When the game gets stable for me, I'll be sure to let you know. Some builds feel more stable than others. But I typically fix a couple of crash bugs per day when I'm working on it. The most common crash has to do with multiple threads changing some data at the same time. It's a timing issue and we sort them out and make the engine more robust as time goes on.

31 Replies 17,287 Views

Yea, increase the minimum distance between cities to a big number and voila. We'll all need to collude this summer on HOW we want the mod UI to work so that mods like this can be displayed in a way that's accessible to players.

20 Replies 8,851 Views

Had a great day demoing Sins of a Solar Empire: Rebellion and Elemental: Fallen Enchantress. The updated game mechanics, graphics, and new magical spells like Tidal Wave, Fire Storm, and Grip of Winter demoed really well. So far, what demoed the best was the upcoming counter-strategies available due to recent changes in how weapons and defenses work (this won't be fully available to beta testers until late Beta 3). Feedback was very positive. Given the...diffi

20 Replies 30,405 Views

You can modifify the terrain graphics. I've done it a lot. In addition, the raceconfigs or some other XML specifies what type of environment that faction spreads. The main limitation is RAM. Personally, I'd love the idea of one faction spreading arctic, another desert, another swamp, and so on.

11 Replies 7,245 Views

The specific plan is as follows: The city hub gets 1 tile. As a city grows, it would add 1 sub-tile based on the city's specialization. Each faction would have their own look and each specialization within that faction would have its own look. So at a glance you will be able to tell what type of a city it is and how big that city is. A separate screen will display the bustling full city. This allows us to add a lot more city improvements without it taking over

78 Replies 46,535 Views