Well I'm glad to see FE finally finished, downloading as I type. Stardock has been a real class act during the whole process which is a rare honor indeed when it comes to corporations.
Darkodinplus
I don't suppose you could get into what changes are planned or considered for tactical combat could you brad? The current area of the game that still has the most room to improve is tactical combat in my opinion. It just doesn't feel very visceral or "war like". Alot of the problems in other areas of the game seem to be polish issues but tactical combat is a major area of concern since it hasn't change in what seems to me any meaningful way from the lackluster combat of WOM.
I do miss the dynasty system I must admit but I'd be willing to trade it and a great many other things for high quality, engaging, and action packed tactical combat. FE is to me a step in the right direction but I'd focus 95% of the time from now until launch on making tactical combat more exciting and action oriented. Then again I've always been a combat kind of guy in just about any game I've ever played.
Hmm Deja vu, anyway before I get into my first impressions of FE I'd like to reiterate a sentiment I touched on in my first post on this forum. It's nice to see a large section of the original community that commented and tested Elemental is here for FE (GW, Raven, Vieux, etc). I hope you all are doing well. I'd also like to thank Brad and Stardock in its entirety for not being the typical heartless drone of a corporation. Now that my sense of community has been satisfied to
Merry Christmas everyone!
I'll take an emotional dev over an emotionless dev any day of the week Brad.
The end of the line is almost upon us. Hope I get more free time to play Elemental after launch.
I'm in complete agreement with you Raven. Although I would take the visuals in tactical combat a step further. I posted this in Brad's recent thread about tactical combat. "I'm also curious about how you plan to have tactical battles actually look. I would assume the current model is just filler until something more polished is implemented. Might I suggest making a partially dynamic battle sequence for the vi
Elemental crashed a few times before I got it to run. After getting it to run it became very slow / unresponsive when playing over an hour approximately or when engaging / exiting tactical battles. Debug Dump File
I'd like to see coordinated attacks between multiple units as mentioned in this thread . I'm also curious about how you plan to have tactical battles actually look. I would assume the current model is just filler until something more polished is implemented. Might I suggest making a partially dynamic battle sequence for the visuals of an attack and counter attack. This wou
This bug still applies to the new update. Debug Dump File
Archers will likely need to be one tile away from the enemy to begin with. Assuming that's how it works I think allowing a 2nd line in formations is practical. However I also think you should be able to have melee units arranged in such a manner. For an example with the T formation again you might have the first row consist of 3 large groups of poorly trained soldiers but the single unit in the back would be composed of heavy infantry. The main variable for doing coordinated attacks f
Spell Name: Zombie Apocalypse Level: Strategic Arcane Knowledge: 70 Mana: 250 Shards: 1 of each type Effect: Resurrects all military units, Champions, Sovereigns, & indigenous lifeforms that have been killed in the last 50 turns as mindless undead shells of their former selves. Duration: 50 turns Spell Book: Ruin Notes: Zombie Apocalypse is a game ending spell. The Sovereign who cast Zombie Apocalypse will choose a location t
[quote who="StillSingle" reply="3" id="2673889"]Awesome idea! the only formation I don't think should be allowed is the: www w All adjecent friendlies should get the option to do your coordinated attack option. Hopefully when the map zooms to tactical battle (yes frogboy has said that the tactical map is seperate from the strategic map), then the locations of the friendly and enemy forces should be taken into account when placing them initia
From what I understand of the scaling that will occur in Elemental this shouldn't be out of the question. Brad has mentioned there would be battles with 10s of thousands of soldiers so having 4,000 vs 4,000 instead of 1,000 vs 1,000 as an example should be doable I think. The main thing for me is this system would allow you to perform pincer attacks and some more advanced maneuvers you don't typically get in TB combat. Hopefully, even in a worst case scenario modding of this system would be p
I’m not a fan of the TB tactical combat that is going to be in elemental but I'd still like to make the best of it. I think this idea will make tactical combat feel more visceral and fluid. The idea I’m proposing is rather simple and has been suggested at the strategic level already. Basically you would have two options for attack during a battle. Option A: This option is already in the game and everyone here knows it well I’m sure. The Player
The same thing happened when I clicked on new game. Dump File Debug
I tried to click options in the main menu and the sound started to loop shortly after I got an error message and CTD. Dump File Debug
After waiting several minutes I was able to close the introductory history window that pops up after the game world loads. I was in an online game against the AI. Debug Dump
Just a 2nd thought on this idea, mutagen resources could also be used to combine multiple soldiers into a single unit with randomized effects. Some really interesting units and battles could be the result of something similar to this and the player would have control over a lot of it.
I was playing against the AI in a multiplayer game and I had placed a merchant in my city. Upon hitting end turn the game CTD. Dump File
I came up with this idea after reading Brad's recent Dev journal. In it he mentioned what type of rare resources players would like to see in game. I'd like to see a type of mutagen resource. I remember Brad discussing how in the dynasty system off spring could have drastic appearances depending on who or what their parents were. I'd like to see something similar applied to soldiers. Where a player might find a "Raven Blood" pool (or whatever) that could be used to alter sol
[quote]#6 Other types of World Resources The Beta 2 series will start to add horses as a global resource that is used to create mounted warriors. But we’d like to hear your thoughts on other resources that one might control – rarer ones. We have plenty of ideas of things about a given kingdom that might be affected by this or that but we don’t want to bias the direction of suggestions. I will say, however, we want to stay away from the G
The game stalled and crashed whenever I clicked on options or new game. The only thing I was able to do without crashing was click on multiplayer. The game also froze upon entering a multiplayer game with the AI. Dump
Good info Brad, I'm about to dive into Beta 2 for some good old fashioned beta testing.