Goontrooper

Goontrooper

Joined Member # 2376331
28 Posts 379 Replies 1,000 Reputation

Here are a few fairly small things that I hope are changed or added. Since our overall understanding of FE is still fairly limited, some of these things may have changed. Also possible that I missed something in a dev journal. 1) Unit upgrades: I really hope we can upgrade existing units in FE. I hate that I can't change out my leather armor for metal armor on an existing unit. Being able to upgrade the blueprint is handy, but we need a way to upgra

5 Replies 13,329 Views

I would definitely like to see the AI use some measure of coherent strategy. If that means working on the AI as a whole, great. If it means designing separate packages like this, fine. I don't care as long as the AI plays smartly and provides a challenge. I would like to see AI with personality, especially personality that is lore-friendly. This would bring more life to the game and the lore. Right now they all basically play the same. It would be nice is each Kingd

7 Replies 8,798 Views

I'm looking at playing around with my old mod ideas a bit, not sure if I want to wait until 1.4 or use the current beta series though...this looks like it will be helpful.

6 Replies 9,894 Views

This thread doesn't really belong in the Elemental discussion. We already have a thread for it in the PC Gaming forum. https://forums.elementalgame.com/411612

4 Replies 7,088 Views

This was one of the big things that I thought we would get in Elemental, or at least be able to mod without too much trouble. I'd really like it to get some love.

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Battle: -AI still does the 'follow a single enemy around the battlefield' thing, ignoring closer enemies. This wouldn't be so bad if it had enough action points left to chase and attack, but it just chases and thus can be kited and slaughtered easily. I suggest switching to some kind of 'attack closer enemy' tactic. - The 'ghost' counterattack is still there, and I'm fine with it, but we need a way to show it. It is confusing to

141 Replies 86,856 Views

[quote who="Frogboy" reply="77" id="2991095"]Sounds like it's compiling the XML. So hang tight on that dragon screen.[/quote] I tried again today, and this time it loaded most faster. Hm. Anyways, here are my observations after a first playthrough: 1) So far seems stable, I haven't run into any crashes or bugs. Whew! 2) The low cost for initial improvements is nice and helps speed things along. It is a bit ja

141 Replies 86,856 Views

Well, I downloaded it, but now the game won't run. It gets to that first big dragon screen and then just sits there, forcing me to ctrl-alt-delete my way out of the non-responding program. Crap...

141 Replies 86,856 Views

[quote who="Heavenfall" reply="69" id="2990836"]I think people need to calm down about 1.4 and 1.5. If frogboy is alone on it... it will be polish, and that's hardly frogboy's expertise jugding by 1.3. If he says there's a weapon re-balance that probably means a few weapons and a few armorpieces.[/quote] Agreed. 1.4 and 1.5 should be bug fixes, balance, and polish. That seems to be exactly what Frogboy is doing, and I'm glad to see him being realistic ab

141 Replies 86,856 Views

[quote who="Frogboy" reply="5" id="2988533"]My guess is Fall 2011. Once the decision was made to move towards a full blown sequel rather than an expansion pack the budget changed (translation: Impulse sale to GME provided a lot of capital and we decided to spare no expense).[/quote] Hm,, so we are calling it a full blown sequel now? I totally missed that. I'd be careful about calling it that because it is still in many ways the same game, AFAIK. Are

54 Replies 64,033 Views

I agree with Vallu in part. As I have said elsewhere, the time for new WoM features is long past. Further updates need to just fix bugs, balance, and polish. FE is going to add new features, and that already has me both nervous and cautiously optimistic. FE seems to have a fairly complete design already, and they are now just implementing it. I hope they aren't going to try to add features all the way into beta. At this point, new features should proba

2 Replies 5,060 Views

In case you guys missed this from the 'Respect the WoM' thread: [quote who="Frogboy" reply="4" id="2990589"]Awesome. I'm feeling pretty good about the new beta that should be live for you guys tomorrow. [/quote] So we should have a beta within the next day or so, hopefully. I'm looking forward to trying it out, and seeing the change log.

141 Replies 86,856 Views

[quote who="Campaigner" reply="9" id="2990014"]Tridus, Goonraider, Don't know what you're on about.... I mean that I'm not sure of how the best magicsystem would be done and unlike many others I'm not pretending to know.[/quote] Thats actually what I just asked you...you said that we shouldn't compare systems to older games and do things like them 'just because.' I asked where that was coming

11 Replies 20,066 Views

Some new information is coming out on a future Fantasy TBS 4X game called Warlock – Master of the Arcane. The game is set in the same world as the Majesty series. There isn't lots of information out, but we do have some WIP screens and concept art. The weird thing to me is that they are saying Q2 2012, but there doesn't even seem to be a site for the game yet, just a tiny forum at Paradox. Anyways, I really like the Majesty games, although they have never

153 Replies 677,812 Views

This looks like a very good set of priorities for 1.4. I'm also curious about the balance aspects and how you plan to address that. If you are successful with all of the priorities you have laid out, 1.4 will be a fairly extensive change for the better. Not sure if I missed the latest on this, but what sort of timeline are you looking at? I seem to remember your original 1.4 timeline being closer to the FE beta, but since that has been pushed back, do you have a new

141 Replies 86,856 Views

[quote who="Campaigner" reply="5" id="2989521"]While Age of Wonders & Master of Magic made spellcasters have their own manapools, we shouldn't do it like those games did something just because. I completely disregard realism as well. The system that should be used is the one that is best for gameplay. I trust Derek to make the right decision.[/quote] Who said any of that in this thread? <

11 Replies 20,066 Views

[quote who="Vallu751" reply="40" id="2989536"] Quoting Goontrooper, reply 38 I'm ok with new spells as long as 1.4 first fixes it so that the AI will use them, and then anything new added in 1.5 is also included. Honestly, at this point I think there is plenty to do to just get everything balanced and working. We are way past the point of needing content. I'd rather have a solid base first, which is what Brad has been focusing on. <br

141 Replies 86,856 Views

[quote who="Vallu751" reply="36" id="2989194"]Two oldies: 1) AI champions have had difficulties in getting stat upgrades from level (points not assigned) and their equipment is often poor compared to tech levels. The latter issue may have alleviated slightly with 1.19n, not sure. For higher difficulty levels, I wouldn't mind AI champions getting upgraded equipment even without paying for them. At least assign the stat points. 2) Strategy map pathfinding has a problem

141 Replies 86,856 Views
Reply to Terrain in FE in WOM Ideas

[quote who="DsRaider" reply="3" id="2989224"]Umm frogboy has mentioned several times that the major change from WoM to FE is that terrain does matter. Read the dev journals and Frogboys posts.[/quote] This thread was started before the latest dev journal that gave more detail on that, around the same time that Frogboy started alluding to terrain being important.

5 Replies 36,614 Views

[quote who="Alstein" reply="34" id="2989141"] Quoting Frogboy, reply 27I was easily able to smack down the AI. For some reason, the AI units being sent home are not being put into the city, they're outside the city so their sovereigns can't defend. Also, in tactical battle, the AI unit isn't using spells. This has been a problem ever since you changed the magic system in 1.1. I'd suggest making ta

141 Replies 86,856 Views

As those who have been around since beta know, the mana system has been one of the biggest controversies and ultimate changes. At one point, mana was per caster based on intelligence. After release, it became global. I've never liked global mana. It is simple and easy, but it has always bugged me on a number of levels. I hate the idea that casters have to share mana. To me it should be a personal thing. If one mage exhausted himself casting spells, so be it. That sh

11 Replies 20,066 Views