Frogboy

Frogboy

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[quote who="id_est" reply="15" id="3067829"] Quoting Frogboy, reply 11You speak English better than I speak Ukrainian. That said, what you're not understanding is that we aren't implenting specific strategies into the AI until beta 2. Ok, sounds like racism && "iron logic". More than enough for me, cheers![/quote] The location on the forum says you're from Ukraine.

19 Replies 21,476 Views

[quote who="Lonemessiah" reply="6" id="3067389"]Failing that, some sort of structure to 'bridge' the gap between the two land masses, I would call it a 'structure between places' but I am sure there may be a simpler name for it.[/quote] Spell: Raise Land. :)

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There's a lot more to do. 0.76 is mainly about fixing bugs and crashes to help get stability there. I did spend the evening (and morning heh) doing some AI and other tweaks while Derek spent his evening doing a balance pass. So things progress quickly. But there's still months of work ahead.

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Just to be clear: I'm not the designer on FE. I've expressed only my own opinions on things like city building and such. Let me respond to your specific points: 1. I can't discuss much on the city building part because this is one of the areas that a lot of work is going into. It will become more clear in beta 2. 2. I agree with you on performance. For 0.76 I re-did the load save game code so that it takes less than 30 seconds to load rath

9 Replies 18,244 Views

You speak English better than I speak Ukrainian. That said, what you're not understanding is that we aren't implenting specific strategies into the AI until beta 2. For beta 1, it's about having APIs for the AI to try out and use. For example, the AI does know about area threats. However, the API to empty its queue and refocus on military doesn't exist yet. There is currently a requirement that the sovreign wait until he has escort to a

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Derek and I found a bug in the maul code this evening. It's supposed to lower your accuracy by 4 each time you strike but it wasn't working as designed. Next patch will fix it.

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The majority of the AI code won't be in the beta 1 series. That starts happening in beta 2. For beta 1, only APIs for the AI are available and are made use of to determine their stability/performance.

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Ahem, thanks for the feedback. I can assure you that the AI does, in fact, know how to play the game. If you want to participate in the beta, I would ask you to try to behave in a civil manner. This is a beta, we're looking for feedback and suggestions -- not abuse. If you are looking for a complete AI, I suggest a completed game. :)

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[quote who="scyldSCHEFING" reply="14" id="3067005"]PLEASE, please... do not feed the trolls. In my personal experience, it's best to ignore them. I find it odd that Easy is paced more slowly than Normal, with units apparently taking longer to build and longer to build up levels. Why is that? I have only played Normal so far, so I haven't experienced this...[/quote] It's not the case. Easy just means the AI has economic penalties. If the world difficulty is

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[quote who="Dreadcough" reply="8" id="3066942"] also remove Derek as lead designer, with this he's shown that he doesn't have the creativity to create new game designs that are revolutionary. [/quote] We'll get right on that... ;)

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Thanks. I'm about to check in a lot of new AI stuff that should make things significantly tougher. Next week I start on tactical battle fun. :)

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Ah, Klingons. No wonder you defeated them. (from same episode if I recall). Anyway, yea, my understanding is that the premade maps are not done. You should stick with the random maps.

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[quote] You could also make city building a great deal more enjoyable by fiddling with the cost to build of each of the buildings and making the effects significantly more dramatic. Meaning that buildings are more powerful but require dramatically more production time and upkeep. So having a city with say a barracks would be a big deal because it would be a significant investment but you could really pump out more (and better?) troops than your opponents could. Or you could give speciali

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[quote who="Satrhan" reply="25" id="3066715"]I just don't understand how the city building part of the game is supposed to be fun. It wasn't fun in WoM, and hasn't changed significantly in FE. The other parts of FE I like, or believe they will be fixed. Combat has a good basis, it just needs to be tweaked to make it more engaging, a bit more visceral. Magic seems about right, just needs a lot of balancing. The world is quite good, just needs more content and balancing.

79 Replies 308,176 Views

[quote who="Satrhan" reply="20" id="3066661"]Balance schmalance. What use is discussing balance if significant parts of the game need an overhaul, and we have no clue if they will get it? I'll wait and see what you come up with then. Who knows, I might be pleasantly surprised. But I'm not holding my breath, sorry.[/quote] If you think significant parts of the game need to be "overhauled" then I think this is probably not the game for you. We have additional feature

79 Replies 308,176 Views

[quote who="Sarudak" reply="18" id="3066635"]I think at least a kind of "Item X is being worked on heavily for the next release so hold on any feedback until the next release. On the other hand Feature Y doesn't seem quite right but we're not sure exactly what to do with it so we would welcome suggestions." Would be good...[/quote] Definitely. People should still discuss everything as they normally would.

79 Replies 308,176 Views