I would like to have cities appear a different way when built on different types of terrain. This would mean that it's possible and makes sense to build on desert / snow / volcanic terrain of course.
LNQ
The new system sounds exactly like what I had hoped for. Looking forward to it.
Frogboy, thanks for letting in on that city building is going to change dramatically. That's the first time I heard this and I have been hoping to read it for a long time.
I wouldn't hesitate to show the current build to the press. I remember my first reaction when trying out FE Beta 1, and it was completely positive, before I delved deeper into the issues. I think FE is in a state where you can show the game for a couple of hours and it will seem like a game that is shaping up nicely. The only thing from beta 2 I would really focus on fixing before showing it was city building. The tile placement system makes you go "uhh?" when there's no real
I am completely unable to rate a beta like FE with a review score. The game is incomplete and has enough issues that I wouldn't play it in my free time if it were released as is. WoM and MOO3 both have inflated review scores in my opinion.
There's no reason why we need to go to the equip menu to look at the stats of the item we just got from a goodie hut.
I would like for the game not be paused in the background when you get a goodie hut, but rather the window hover over the screen like a notification that you can ignore if you want to that will close automatically after a certain amount of time or when a close button is pressed. Often goodie huts don't really give anything that you need to explicitly stop playing for and assess.
When you get an item from a goodie hut, first you get a window telling you about the goodie hut, then you get a window telling about the item. Lots of unnecessary clicking. It would help tremendously if these messages were both in the same window.
I agree with some of the troubles, but disagree with the solutions. Nothing as drastic as dynasties or an overhaul of tactical battles is required. I'm confident with FE.
I had trouble finding the spellbook as well. It's in an extremely unintuitive location. Also I'm used to C ('cast') or B ('book') opening the spellbook in these kinds of games.
The idea has tons of potential. Need to keep the game in mind. However it seems like the game will get really cluttered in the long run, judging by the videos and screenshots.
Well, let's say you want to mod in a very rare drop. Instead of having a single version of the drop, you want to have this drop have semi-random effect / stats, so you make 20 versions of the same item each with a different setup. The maximum rarity for such a dynamic drop is a 0.06% chance of dropping, or one in 2000. I'm sure it's not an issue in basic mods, but if someone happens to make a mod where you kill hundreds upon hundreds of monsters, drop rate limitations like
So that means that maximum drop rarity is 0.003%, or 1/33000. That's a definite unnecessary limitation in the system.
Would there be any sense in keeping damage spells restricted to Fire only? I don't know if it would work in practice, but wouldn't it be cool to have each school as really distinct from each other? For example: Fire: Direct Damage Earth: Summon, defense & raise/lower land Air: Movement, accuracy Water: City enchantments, terraform Death: Debuff, damage over time Life: Heal, unit enchantments
I hate the tile placement system. Hate hate hate it. Which is strange, because I love Sim City, eye candy and all sorts of fun little micromanagement. I guess it turns out I don't like micromanagement that serves no purpose. Hate it. Must be given some purpose or axed.
I like everything except the "glam cam". That's some horrific shit that I hope can be turned off. I don't want to look through the barrel of the sniper at some mediocre 3D graphics every time I make a crit. One little thing that I really like a lot is that the nationality of the soldiers seems to be emphasized. Makes them become much more alive.
I'm with Frog on the AoW:SM tactical battles. I remember playing AoW:SM back in the day for quite a bit. Now I started it again and felt like the tactical battles were indeed too involved. It felt really "heavy" to play the game. Didn't take me long to quit the game and let it be. I did have fun the first go around, but nowdays the combination of hardcore strategy and hardcore tactical battles just felt like too much. To me, the tactical battles aren't the big issue in FE.
The good thing is that people seem to begin to be pretty statisfied with the amount of gameplay content in the game. Months ago there was a lot of discussion about the low number of spells, and the lack of techs etc. Now the conversation has clearly shifted towards tweaking gameplay elements. Sure, City Management might need a lot of work still, and Tactical Battles would appreciate some more love, but it's hard to even comperehend how much better the atmosphere of the conversations are f
EDIT: Wrong thread. :)
I like the idea of an actual banner on the sidelines of the battlefield whenever there are trained units in the army. Also, I wouldn't mind banners displayed on the strategic maps on top of stacks.
I like the suggestions. However, I don't like the general function of a lot of the buildings. I find the crazy amount of buildings that give +2 this +10% that and -2 something else really dull. It's the same in other civ games; the generic +X% to gold production etc buildings just feel a bit boring. The fun stuff is the building with special bonuses and big ones at that. The buildings that provide defenders for the city are fun. Also buildings that give a mana shard or have so
City Management, then Faction Differentiation City Management needs some kind of a point to it, as it is now it seems like a relic from WoM with pointless features like the tile placement system.
[quote who="Bingjack" reply="3" id="3095651"] 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?[/quote] You can always have .100 after .99. Or .991. The numbers don't mean anything, except that 1.0 is the first release version.
Yes it's not fun that the monsters leave their lairs unprotected. Only spawned monsters should move away from the lair.
It's a very annoying mechanic. The game should keep a count of how many tiles a unit has moved, and compare that to maximum movement points it has at any given time. It's pretty simple and straightforward and it is pretty much how every single other game does this.