Love the UI enhancements. I understand why some of these might not be incorporated into the official FE build, but some address some very problematic UI issues that have been around for a long time. I really hope the UI gets some love now that 1.0 is out. There have been some enhancements already, but nothing with how you interact with the screen. My primary gripes (that are somewhat addressed in this mod) are: *Lack of scaling/advantage to higher resolution monitors *Some scr
Lord Reliant
[quote who="Frogboy" reply="15" id="3267138"] Quoting Lord Reliant, reply 14 Quoting Frogboy, reply 11Unfortunately, while rare, it's possible. This happens in Civilization as well, once in awhile (barbarians destroy your home city). It's extremely uncommon since there are, literally, checks in the AI to avoid attacking the capital. But the AI will still attack a city if it's in their way to something else and even then, that's extremely rare. I'
[quote who="Wizaerd" reply="14" id="3267265"]I completely agree with this. I played a few games, and felt like none of it really mattered. I didn't really have any connection or emotional ties to my faction or warlock. Whereas in FE, I do. When units get slain, or my champion or sovereign takes an injury, I care about it. When my units die in warlock, my only real reaction is "oh, guess I should build some more..."[/quote] I think some of this is a ho
[quote who="Frogboy" reply="11" id="3267091"]Unfortunately, while rare, it's possible. This happens in Civilization as well, once in awhile (barbarians destroy your home city). It's extremely uncommon since there are, literally, checks in the AI to avoid attacking the capital. But the AI will still attack a city if it's in their way to something else and even then, that's extremely rare.[/quote] I'm sure this is oversimplified, but couldn't the path the m
Have we really devolved into referring to games as "tight" or "baggy"? I'd describe Elemental as open and expansive and avoid the whole clothing metaphor.
I'd love to know how many of Tuidjy's findings are accurate versus bugs versus inaccurate. Quite a few of those have a pretty big implication on game play. The part that becomes frustrating is when the AI does behaves like it's playing by a completely different set of rules. I'm sure it has to a certain degree to be competitive, but it's hard to know as a player how to anticipate how my enemies will act if they can do things I can't (like rush things for free o
[quote who="Frogboy" reply="76" id="3265280"]The bunny update is now up. Should fix the instability. Thanks for running the Puppy build. Was able to find the cause of the crash (same bug every time). [/quote] Sounds like we have a naming convention going on (cute animals). I'll throw forth the following names for future builds: *Kitty *Ducky *Piggy *Chicky *Cubby *Fishy and for future, really big/important rel
[quote who="pomalley" reply="75" id="3265356"]I agree. Do it like Civ5 and put *everything* as a notification on the side. Tech advances, enemy spells, whatever! Except for getting attacked, I guess, which happens during the enemy turn. [/quote] [e digicons]k1[/e] In other news, this changelog is turning more into 1.1 instead of 1.01!
Thanks! I'll have to give it a shot later.
[quote who="BernieTime" reply="2" id="3263933"]I think the city spam is unintended fallout from vamping up the AI. The AI spams scouts/pioneers to get early city advantage which forces human players (on harder difficulties) to spend their early portion of the game spamming the same. I completely understand the need to give the AI some needed benefits and direction, but their production rate has to be at least double that of a human player to produce so many units in such a short t
City spam still seems like a problem. By spamming right now, you get: *A bigger ZoC *Access to resources you might not get *More versatility in production (either buildings or units) *Faster travel time (with roads) A few large cities just doesn't seem like a viable option to win. I'd love to see more bonuses given to cities as they level up, a higher cost for pioneers (maybe split between ones that make outposts vs. settlements?), and increased
[quote who="catwhowalksbyhimself" reply="103" id="3262955"]I'm wondering if for some reason the gold used by the AI to rush things isn't being subtracted from his total gold? That would explain the constant rushing.[/quote] That would be quite the bug if it was true. Could anyone confirm?
[quote who="Tuidjy" reply="85" id="3262478"]Basically, Procipinee sucks.[/quote] Very much agreed! When all of the magic nerfing took place, she's now the most difficult, least powerful sovereign of the whole batch. I wonder how she fares in AI matches. I never saw her on the top of the list. Love to see even more magic abilities as well as a boost or removal of Summoner.
[quote who="Frogboy" reply="36" id="3261917"]its turning out the gpu isn't the bottleneck. It's CPU.[/quote] I was thinking about this a bit more. If it's CPU bound, during times of slow FPS, couldn't someone go into Task Manager and verify the CPU usage is at 100%? Or is it more complicated than that?
[quote who="Frogboy" reply="41" id="3262397"]No realistic way to offload to the GPU for us with DirectX 9. That's one of the features that DirectX 11 makes easy.[/quote] I was surprised to find out DirectX 11 has been out since 2009 with the release of Windows 7: http://en.wikipedia.org/wiki/Direct_x Now, you need a video card that supports it, too, but I wonder what percentage of FE players are playing on Windows
[quote who="Frogboy" reply="36" id="3261917"]its turning out the gpu isn't the bottleneck. It's CPU.[/quote] Any way to off-load threads from the CPU to the GPU? The worst case would be someone that has a bad CPU and GPU, but if you could use one to compensate for the other, that would be helpful. Also, are more CPU cores going to help more than CPU speed? For instance, I have a Q660 (rather old now), but it has 4 cores. Would this help more than someone with 2 newer,
It will be interesting to see if the reviewers mention missing multi-player or not. Personally, I don't care, but it would be cool to do.
[quote who="BoogieBac" reply="10" id="3260377"]Lord Reliant: +10 Karma for you! Heavenfall: -50000 Karma..sorry [/quote] Thanks, but I haven't seen the karma yet. [e digicons] I will give you +1, though! [e digicons]k1[/e]
[quote who="Kestral2040" reply="83" id="3260564"]yea we will be adding the manual to the website in a similar format very soon, I'll let you know when it's up there for now, I have another treat for you though: https://forums.elementalgame.com/435065[/quote] It's Christmas in October!
Boogie, you're great at making retro art. I love it! Those shards look great, and you kept a great theme with the various styles (Ultima, Zelda, etc.). Thanks for sharing!
[quote]Recently i realized a new bug started to pop up, it showed first time in a last version before release. In my actual game (ridiculous-ridiculous) there are places, like forests that are far from my cities, that shows no fertile ground, and no city can be build there. However, if i build a outpost in a middle of it, suddenly it reveals sites good for building a city! In my present game I have found already three spots like that, visible only after outpost.[/quote] I haven't
[quote who="Kestral2040" reply="80" id="3259957"]How does this function for you? https://www.elementalgame.com/hiergamenon We are gonna get the manual online in a similar format soon (with some improvements)[/quote] You made some awesome improvements to the Hiergamenon since I saw it online last. Much easier to read, more responsive, and no annoying scrollbar issues. Kudos to the devs that made this much better! Having the manual in this format would be sweet.
[quote]Fixed an issue where only the group leader would be grown/shrunk by spells with units with multiple members[/quote] Awesome! [quote]Fixed a memory leak that occured on each reload[/quote] Hopefully this should help with memory consumption on reloads. Awesome job, guys. Any word on the missing forests bug? https://forums.elementalgame.com/434631
[quote who="Wolfe1759" reply="24" id="3259332"]Odd, in tactical combat (as with the strategic map) I've got edge of screen scrolling across the whole of the battlefield. Only change I have made to a clean 1.0 install is to set the following in the "mygames/fallen enchantress/prefs.ini" (so that I could run full screen at less than native resolution) UseDesktopResolution=0 Fullscreen=1 Which may or may not be the reason I've been able t
[quote who="Derek Paxton" reply="24" id="3259260"]Hmmm... the quest that gives a dragon is already set as not being doable by the AI. It is is doing it, thats a bug. Looking at the code the logic looks good to me (ai is checking to see if its doable). I'll get a dev to check it out, must be failing at another layer.[/quote] Maybe it's failing at the cheese layer? Gotta remove that layer! ;)