Lord Reliant

Lord Reliant

Joined Member # 2411813
81 Posts 1,298 Replies 28,116 Reputation

A release next week would be great. And maybe even an update on what's planned on being changed. Like Tasunke mentioned, it'd be great to know what to give feedback on (and what not to).

16 Replies 4,719 Views

So, can the AI tell when a lair has treasure and when it has nothing? Us puny humans have to take a risk since not all lairs give treasure. Wouldn't be fair if the AI could tell be we couldn't! [e digicons]X([/e]

33 Replies 45,041 Views

Can you expand on your first point? Is this an animation issue primarily? I like the concept of a destroyed outpost requiring an increased cost to rebuild. Glad to hear another vote that the UI needs a lot more polish. In addition to helping a person actually play the game well, it one item you see the most often and determines the sense of "this game is cool/well developed". Not there yet, though continues to get better.

12 Replies 50,090 Views

It's there for me. Does it show up if you start a new game? Is that area just blank or filled with something? What happens if you click on the Tech Tree and then go to the Ledger? Does that work?

3 Replies 5,704 Views

Bonuses to initiative should be a rare thing. Daggers shouldn't give a bonus (even though they are faster than other weapons to use when fighting). How about bonuses to Accuracy (easier to wield) and/or Dodge (not heavy, so easier to jump past a blow)?

37 Replies 64,542 Views

I really like the idea of the Warfare branch including some magic and civics. I have a hard time wanting to invest much in Warfare when Magic and Civics are seemingly more useful/interesting. Throw in some buildings, cool magic implementations, and strategic choices, and Warfare starts being a lot more fun than club -> sword -> horse , etc.

7 Replies 5,363 Views

I ran into this problem a couple days ago. My unit was near the foot of a mountain, and I told it to go north about 3-4 squares also near the mountain. Instead of going up 3-4 squares, it tried to go south, all the way around it. Seems like a problem when I'm at the "normal" zoom level, but not as much of an issue when zoomed out further (and maybe in). Anyone else still seeing this?

6 Replies 3,802 Views

Yeah, it's pretty obvious they're listening to feedback and have a good grasp on what needs to be improved, which is great to hear/see. If I wasn't seeing that, I wouldn't bother to spend time in the forums posting. They're doing some great work here.

2 Replies 2,399 Views

[quote who="Frogboy" reply="107" id="3093169"]They're units in the game. In my game anyway. God knows what's in beta 2. That's like, 3 weeks ago.[/quote] Now you're just taunting us! I voted Good, but it's still got a long way to go. Polishing, magic enhancements, UI work, bug fixes, and balancing. The core's there, but some components need some lovin' (or maybe hatin' in a good way).

209 Replies 668,682 Views

Rather than putting in some new stat/mechanic, how about using Spell Mastery for determining spell casting time? What is it that Spell Mastery does currently, again? That would give more power to increasing this stat as well as Intelligence. It would also encourage selecting stats that boost Spell Mastery.

28 Replies 11,309 Views
Reply to [0.77] Typos in FE Beta

Too bad this wasn't fixed in .86. At least the list is still here that probably took DexCisco a long time to compile. Hopefully a Stardockian finds time to fix them in the near future. It's great having lots of flavor text, but having it misspelled really detracts from the game's atomosphere.

34 Replies 12,561 Views

To be a good at spell casting, I shouldn't need to focus my caster on getting high initiative! That's not an intuitive game mechanic. :(

28 Replies 11,309 Views

The problem with encumbrance as the only mechanic for penalties with armor is that it's too reliant on strength. If you have high Strength, you get good armor, avoid penalties with encumbrance, and get better attacks. Too much for one attribute, which was definitely the case with Strength prior to .85. The problem with things now that while I understand that it's silly that you can wear plate and compensate for it by equipping a dagger. Encumbrance should reduce movement, init

23 Replies 77,354 Views

I posted about this same issue: https://forums.elementalgame.com/416432 Looks like I'm not alone in thinking that the way Experience is displayed is too subtle. I think one issue is that the crown used to represent experience isn't given much prominence in other areas. For instance, if a unit gains experience in a quest, does it show that icon? Also, can anyone confirm if highlighting the crown icon says that it&#39

6 Replies 2,046 Views

I think the reason some spells were given higher casting times was to allow counters. But like you said, by the time you actually get to cast, the benefit/effect is lost. As another idea/mechanic, they could consider allowing spells to be distributed when the cast is attacked. Seems like a reasonable mechanic to throw in there even independent of the casting time. That way some lower level/faster spells could be more valuable if you have to be concerned about not being able to cast a

12 Replies 9,471 Views

Last I heard roads would be auto generated between outposts and other cities. Haven't seen it yet in my game I'm still working through. The issue you've identified definitely seems like a bug since nothing is nearby to trigger that behavior.

13 Replies 43,944 Views

Perhaps not, but doesn't hurt to ask. It's not uncommon for armies to start with bows and switch to a melee weapon when in close quarters. This is already done with throwing knives. You just choose it as a special/different attack.

17 Replies 5,473 Views

I could see it causing some opportunities for cheese, but since it would cost a round (or maybe two) to do it, it would be a cost. It's not the most realistic concept (Could you wait mister rat while I pull out my other weapon?), but right now you often need special builds/weapons/armor to take on specific enemies. I would assume the AI could be able to do the same, assuming they have multiple weapons/armor/etc.

17 Replies 5,473 Views

[quote who="Frogboy" reply="50" id="3091736"]I didn't vote (since I'm the lead coder of said game). I think many of you would agree that bringing on Kael to design and lead Fallen Enchantress and bringing the Galactic Civilizations team back together to code it has made a major impact here. That said, I'd say that game is still months from being ready for general availability: Crashes. We need crash reports because we're getting to

209 Replies 668,682 Views