[quote who="Lord Xia" reply="1" id="3006755"]I agree with everything except 1-A. I like it in concept, but what I hate is the building ques, and in WoM, I had to build 100 of any thing to get a noticeable result. And that would keep my city busy forever. I don't want to build the same thing over and over. I don't want to build something and feel that it barely helped. So if I have to build a lot of the same building, can we take out ques for it?
onomastikon
I don't want too much. Only this: 1. Slightly less Civilization . Don't get me wrong, I like the Civ franchise. I think they did a lot of things right and only a few wrong. But I feel that FE is implementing the wrong ones. Namely: A. Only 1 exemplification of a building type per city. This is my biggest complaint. It drives me crazy and was the main reason I stopped playing Civ. All of my cities are boring, because I can
Excuse me, may I ask? I purchased TW:EE last year just after E:WOM came out and I decided I wouldn't be playing *that* for some time. I enjoyed TW:EE for about most of Act 1, then I had to put it down, because while I cherished the character and the story, 2 things (and 2 things only) bugged me: 1. the so-called adult themes or content, and 2. the combat. Ad 1: I found the so-called adult content purile. I am 42, have wife and kids, have done and continue to do my share of asskick
nudity?
[quote who="Alstein" reply="126" id="2996590"]As for the one city improvement: that doesn't mean you can't have multiple different buildings doing the same thing, with the later buildings having prerequisites like a certain tech or certain size. Think library/university in civ, or market/bank. It's generic, it's kinda dull, but it works. [/quote] Quite dull. If it's not broke, why fix it? I cannot see a reason why mul
Never being able to build more than 1 of an improvement in any city was the one (only?) mechanism I hated in Civilization. Diminishing Returns would do MUCH more to alleviate city clones. I hated the fact that almost all of my cities have 1 blacksmith, 1 market, 1 temple, 1 hospital, etc. etc. Yes I realize you have implemented a mechanism for city specialization at level-up, but that does not seem "enough". Buidling 2 temples should give you the benefit of >1 but <2 temples, as some fo
[quote quoting="post"] ... are gone, unlimited improvements are gone (you can never make more than 1 of an improvement in a city). [/quote] Well now I'm gone.
[quote who="Goontrooper" reply="4" id="2989286"] Quoting DsRaider, reply 3 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. 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. [/quote] Yes, I posted this long
Sounds good too. I hope that "every tile matters" means not just in your settlement, but in your zone of control (your empire or kingdom). Any hint on that? Because Elemental sounded really good too, but its main problem seemed to be the feedback loop during beta as in July 2010 things seemed to fall apart: your beta testers were complaining about many serious issues, but there was little time to re-integrate this feedback before release -- will beta be handled differently this time?<
I'd like to expand on some previous ideas (e.g. https://forums.elementalgame.com/374597 ) and try to briefly pinpoint 2 small elements which really help make games great. They have led me (and others) to drop our jaw in the middle of a gaming session and go "wow!" or "I didn't know you could do that!" or "that really surprised me!" or "nice move, that was a great idea!" or "what a brilliant solution you found!" and let me tip my hat
To be honest, just looking through the magic .pdf which Brad recently made public, I'm a bit surprised not only at the paucity of spells, but of their lack of creativity. Remember when the "morale" mechanic was removed and Brad said that it was unnecessary because spells such as "fear" would be able to affect a unit's statistics nevertheless? It's surprising that there are no spells even remotely like it; these are all bland or lacking in subtelty. I was not expecting a magic grim
I am no good at modding, but I would like to support in ways I can. I have been yelling about similar things for more than a year now, most notably cross-tech interactions for new researchable abilities, like here in On Research and Technology .
You see these kinds of things in Dominions quite frequently. I have been advocating ideas like this since 2009; sadly, no one seemed to care! My fireball does 11% more damage than your lightning blast, so there.
I like Goontrooper's assesment of strategic advantages and disadvantages (as opposed to merely discussing tactical ones). Sadly, I think the design is far too advanced to implement most of what would be needed to make it work; there are no "classes" of units, and each (hero, army member, etc.) is a piece on the rather uniform board.
Many fantasy-genre type RPG or strategy games have some form of teleportation. Good ones balance the valid points the OP makes by making these spells very expensive. This is slightly harder to to in Elemental than in, say, Dominions (whose magic system is much more differentiated -- and which has a number of quite expensive teleportation options). In Elemental, there are few constraints on magic besides caster ability and mana cost; to avoid making teleportation a "no-brainer", it could (1) b
I'm not sure if Derek or anyone else at SD reads this subforum, but I thought I would ask if Terrain is being considered in FE. So far, I like the way that FE seems to be moving in terms of variety in units (abilities) and cohesion of ideas. But will the playing field still be so bland? By this I do not mean cosmetic or superficial changes towards prettiness, but rather the way that terrain matters to my empire. It still bothers me that having 5000 tiles of land in my Empire has n
Terrain that matters. Tactically, but more important: strategically. Otherwise, why shouldn't I be playing a space game? https://forums.elementalgame.com/398653
After finally finding time to check out 1.3 more, I hope to ask two simple questions that might be of use for 1.4 and for FE. While I really like where things appear to be going in FE, what still makes me apprehensive is what appears to be a lack of meaningful variety. By that I mean that there *appears* to be a great deal of variety, because the underlying game structure does not allow for pre-designed unit classes and hence every unit and event is formally unique -- but the actual d
Dominions 3 is a great MP experience. For SP, I would rate it 3 out of 10. A lot of the other things that Shrapnel sells is really not my cup of tea, but not everything there is an experiment from mom's garage. If you are looking for a bargain, Othello, look elsewhere. If you want to play PBEM MP, you will probably get your money's worth if you can look past its few flaws (UI, graphics). If you are looking for something SP/MP hybrid, I'd not recommend it.
Thanks so much. I'm having trouble running it, however, it says that it cannot read what it apparently needs to read. I checked through the FAQ and it said if I get this error then I need to totally reinstall FO3 into a different location; but being the computer illiterate that I am, that does not look idiot-proof and I am afraid I will lose my save-games
[quote who="Derek Paxton" reply="55" id="2959762"] 1. Not repeating turns. If I'm clicking the same actions over and over again something is wrong. [/quote] I still think one of the best things which help vs. "click on attack again -- repeat" is giving different units different special abilities that can be activated for a cost, usually with some kind of pro-vs-con attached to it (e.g. short-term +attack for a longer-term defense penalty, or +damage for an at
I can see why you want to allocate resources elsewhere to make it right when you do it -- too bad you do not have the resources for it, however! [quote who="Derek Paxton" reply="47" id="2959655"] As it is FE tactical combat is about bringing the right army to the battle [/quote] Don't mean to be nitpicky, but of the 2 things you list as defining what tactical combat is in FE, one of them has really nothing to do with tactical combat whats
[quote who="BoogieBac" reply="28" id="2958816"] Quoting onomastikon, reply 27 and would much prefer that precious resource allocation go into implementing less suboptimal terrain functionality, tactical battles, unit abilities, and AI.All of those tasks have been handed out to considerably more skilled developers than myself Plus the additional animation work takes so little time that it be a sin not to add that extra (and noticeable) polish. <
This looks very nice! I think you are doing a great job on that. To be perfectly frank, I think these cut-scenes would be satisfactory without the additional animation (since, I imagine, most of us will attempt to click / escape-button them away after we have seen them the first dozen or so times), and would much prefer that precious resource allocation go into implementing less suboptimal terrain functionality, tactical battles, unit abilities, and AI.
I agree as well. Furthermore, I do not see a conflict between implementing a form of traditional walls/siege mechanics AND implementing strategic mechanics mentioned above (Kenata I believe); these ideas are not disjunctive. Siege is fun, and this game could use some. One caveat, however: Karma should not be given to those who drastically misspell "siege". [/blatant and hopefully amusing irony]