Bingjack

Bingjack

Joined Member # 2363085
17 Posts 421 Replies 15,906 Reputation
Reply to Roads...yeesh. in FE Beta

[quote who="sweatyboatman" reply="10" id="3212086"] But I don't care about "optimal" roads. I just want "reasonable" roads, and I think the road generation algorithm isn't really that far off in that respect.[/quote] I disagree. It's one of the most frustrating aspects of the game to me, dating back to War of Magic. Even if you taught it not to build roads through monster lairs, foreign territory, locked champions, forests, hills, and taught

36 Replies 35,487 Views

I agree the racial "blood" selections should have built-in negatives to keep them somewhat balanced in custom race creation. Not seeing what is particularly over the top about the Ythril +20 weight and +1 attack, though. +1 attack is no big deal, and encumbrance isn't too much of an issue in the current build. Unless you mean it's just the matter of it being on *top* of the Juggernauts thing. Frankly I think the Krax racial is far better, as an all-win a

20 Replies 12,620 Views
Reply to Roads...yeesh. in FE Beta

[quote who="sweatyboatman" reply="8" id="3211930"] It seems like it would be less work to just fix the road building code to route around lairs and champions, etc. than to implement a whole new UI for road placement. I doubt they'll bother much with getting this fixed until the polish stage of the beta (which may be months from now).[/quote] I think precisely the opposite. I think it would be far easier to simply give more control to a human p

36 Replies 35,487 Views

[quote who="sweatyboatman" reply="5" id="3211943"]As a compromise, I suggest having the confirm only for destinations that will take more than one turn to reach. [/quote] When roads are involved, you can cover a lot of ground (and really go off the rails when the AI does something stupid) in a single turn, with a single click. Again, I'm just looking for a toggle option here. A preview/confirm mechanism is a pretty standard behavior in most of the TBS games

10 Replies 43,855 Views

[quote who="sweatyboatman" reply="5" id="3211943"] Quoting CdrRogdan, reply 2From the look of things your basically asking the game for a popup that says: "Your unit is about to do something incredibly stupid! Do you want to let them?" I think he's actually asking for a less klugey way to get the green path icons to show up before the unit moves. The idea being that it requires two right-clicks on the same spot to initiate a move. I think

10 Replies 43,855 Views

[quote who="CdrRogdan" reply="2" id="3211922"] From the look of things your basically asking the game for a popup that says: "Your unit is about to do something incredibly stupid! Do you want to let them?" Asking for better pathing, and/or an option to avoid creatures in the little army panel would be more sensible. [/quote] Better pathfinding needs to happen regardless, and it goes without saying. But even if the pathfinding were f

10 Replies 43,855 Views

If there is already a setting or method for this, I apologize. I couldn't see a way in the settings. To be specific, the way it is in the game right now, you click on a unit, then right click on the destination, and the unit immediately shoots off there in the way it considers to be most efficient. The problem is, the path-finding AI makes terrible decisions on a regular basis in regard to how or if to use roads (veering off them into some deep woods for inexplicabl

10 Replies 43,855 Views
Reply to Roads...yeesh. in FE Beta

[.95] Please, please, please give us more control over the placement of roads. The AI makes horrible decisions about where to place them. It places them through monster lairs, locked champions, woods, the long way around the map, another factions territory, and simply fails to make logical connections between cities and outposts. The tech that lets players make roads between outposts and theoretically give them more control doesnt come until late in my gam

36 Replies 35,487 Views

I agree the governor class needs to gain benefits over time while they are stationed in a city. Otherwise the "class" makes little sense. As it is now, their unique benefits apply to being stationed in a city, and they cannot unlock those benefits unless they are outside of a city adventuring. I can't remember the last time I actually had a city get attacked in these games. Certainly not on any consistent enough basis that they could reliably gain xp from defending a city.

40 Replies 98,011 Views

I've encountered the same issue. It seems my games on large maps eventually reach a point where I can no longer save the games without crashing, and when it happens, it seems to retroactively affect older save games as well. (Reloading an older game save produces the same effect). I've emailed my relevant files to files to SD on the issue. Happened two games in a row now. I think it's related to the general weirdness FE seems to have with save/load functions, in that when yo

1 Replies 3,008 Views

This is undoubtedly my fault to some degree, as I'm using Firefox with NoScript running, which probably complicates issues. But it is a problem unique to this site that I've encountered nowhere else on the web. I've been unable to log in and vote on the last few polls Frogboy has posted on the state of the game. Even though I'm logged in on the forums, it prompts me to log in again. When I try, it does something NoScript doesn't like, even though I&#

1 Replies 3,695 Views

[quote quoting="post"] This would require a separate journal entry but broadly speaking, we mean that Derek Paxton (Kael) has a specific vision for Elemental: Fallen Enchantress which falls under a number of broad design principles. A common request is that the tactical battles be much more complex than they currently are. But one of the design principles of FE is that tactical battles should not decide the outcome of the strategic game. ... For example, the

122 Replies 402,606 Views

The funny thing is, I dont find it a super ability. Either in AI or player hands. Like I said, it's dangerous against low level characters with particularly low dodge scores, but then, so is pretty much everything in the world. In player hands, I'd never equip a maul weapon unless they had an abnormally high accuracy. Otherwise , they miss most of the time with it in regard to multiple hits. It works out to an occasional extra hit, but most of the time, yo

8 Replies 38,003 Views

I'm not sure it's only about adding *more* dex bonuses to dodge, as I already find my units are dodging very frequently in the game, but rather making dodge more *dependent* on dex, so you had to commit more to that stat. As long as there were also mechanisms in place that tended to decrease DEF inversely to Dodge, like dex penalties to heavy armor. I think Def and DODGE should be somewhat mutually exclusive forms of damage mitigation, and you emphasize one at the expense of a

24 Replies 5,040 Views

[quote who="malichai11" reply="2" id="3093175"]During the game above where my game went bonkers, I did a bunch of saving/reloading. I recently played a game through to turn 140 without ever reloading, except after exiting the game completely and I've had no stability problems whatsoever. No crashes, no corrupted graphics, nothing. [/quote] It's been suggested to me by a dev that the game has some issues with saving and loading right now, and th

6 Replies 2,636 Views

[quote who="seanw3" reply="10" id="3095893"]I was assuming you were speaking of additions within the current game limitations. Stat checks are not possible. A shame really. It would be very fun to have stat checks and special dialogue options for units with certain traits or races. But yeah, that isn't within the scope of this game. Still, I have made some pretty cool quests that require a bit of thinking on the player's part to have a positive outcome. My focus is on having the playe

12 Replies 6,318 Views

[quote who="Tasunke" reply="8" id="3095825"]The point is that the fun factor is the draw factor.[/quote] Because normally people play games that aren't fun? Theres a fun game in FE. I'm just not sure it's as fun the second game as much as the first at present. Once you understand how things work (or dont), you see where the wheels are coming off, and where opportunities are being missed. I definitely think

11 Replies 9,727 Views

[quote who="seanw3" reply="7" id="3095792"]It's not that much work. They have a professional writer from Random House Publishing on the payroll. The way to make them not seem repeating is something I pioneered in WoM. You make three or four quests that are identical in the first screen. Each quest has a different outcome from the 4 choices given, so you never know for sure which outcome you will get. Now the quest is function on risk/reward instead of rinse/repeat. They used this in the r

12 Replies 6,318 Views

I have had this happen before, but it can really only happen with a particularly low dex/dodge Champion, at the lowest levels. After you gain a few levels, if bears ever hit you even twice in a row, it's an exception, and if they do, you have enough HP to survive it. Bears are *supposed* to be dangerous to low level Champions.

8 Replies 38,003 Views

To some extent, that's what they're trying to do with the quests, but the implementation is shallow. I would love to see them much more in depth, especially if they provided different options based on the stats of the Champion. For example, high INT score unlocks specific text options, high dex/str might unlock others in some situations. But writing enough of those things to feel like they aren't repetitive is a *ton* of work. I don't see this as a

12 Replies 6,318 Views

[quote who="Frogboy" reply="2" id="3095643"]My guess is next week and it'll probably be v0.90.[/quote] That's creeping awfully close to 1.0. Probably a dumb question, but do you consider 1.0 a release candidate, or does that number not necessarily have any significance to release?

16 Replies 4,681 Views

[quote who="dainamis" reply="14" id="3095638"] Quoting cww256, reply 12I am in the same boat as Winnihym. I'm on Win 7 64 and have all latest drivers, but can only get about one game in four to go past about 20 turns without having FE crash as soon as I end the turn. Its a little frustrating. I realize its beta, but its really difficult to even try to test, because I have no feedback on what to try to detect/avoid the crash. T

29 Replies 55,023 Views

[quote who="Yazari" reply="27" id="3095246"] BingJack offered some exceptional ideas here [/quote] Bwuh...? That's so odd. I guess I was due. While I'm on a roll then, I think that it's a bad idea for units to be "locked" in combat in general, for every unit to be able to counterattack, or every unit to be able to tie up other units. However, I do like the idea of being able to deliberately build tank like units

33 Replies 134,190 Views

Here's a idea to boost *graphical* faction differentiation that could use a lot of the stuff that's already in place, in theory, and give the game a little more character. Faction specific terrain types. This is sort of in the game right now, in that the "good" kingdoms spread greenery in their city influence, and the "bad" kingdoms spread the dark terrain. But the effect is sporadic, not not very pronounced. I'm

209 Replies 667,845 Views