Stability and performance shouldn't really be in that poll. You have to attend to them, even if no one votes for them. Releasing something that even has a 1% crash rate will likely cause a PR nightmare. Same thing with performance, with a higher cutoff number. So, without those in the poll, I'd say city management next.
Winnihym
Nothing, then? FE is currently unplayable. That's a shame.
FB, I'm not on XP, and I'm dying over here; stability is really an issue. I've submitted crash reports all weekend; haven't really seen or heard from you folks. That's fine, but it would be nice to know if you're getting the reports.
Yup, I agree that spells would be better on traits than items, but it may be that the engine can't do it that way. So far, the traits all seem to affect only stats, not combat abilities (ie, there's no stats that give a new ability to a unit, just affect the existing abilities). May be a limitation of the engine.
There were priest units?
Much less stable for me than 0.77. I've sent in 5 crash reports over the past 2 days. I've had crashes within 30 turns of starting, and I have crashes late in the game. I get about 30 minutes of play on each set. Do you want each and every crash report?
I can't find a crash file in this spot: program files (x86)/stardock games/fallen enchantress/ Any thoughts were I should look to give you the file? Was moving my sov and 2 heroes in the cloth map mode when it stopped working, got the windows popup.
I was thinking that you and I were in the same boat, Satrhan; we both self identified as entitled (you did say that you were born in the richer parts of the world), so no, none of that was directed at you as a person. I do, however, come down on the opposite side of the issue from you regarding the issue of even one person helping themselves to intellectual property for which they didn't pay a fair market price to the creator of that IP. Laws aren't necessarily t
First and foremost, I feel terrible for Ms. Hepler; that's a horrible thing to have happen to anyone. Second, this just feeds my instinct that anonimity in the web probably needs to be reduced. Accountability breeds respect, and with respect comes community. The people who post inflammatory comments like that aren't actually building any community, they're destroying it. Satrhan, I'm just guessing, because I also happen to be entitled. But if
I'd actually like to see a move towards action points, where everything costs a certain number of them. Those with higher initiative have higher total action points, and accumulate them faster in TC. A dagger swing might cost 4AP, a blade cost 8, bows might cost 12 to nock and release. An initiative of 4 means you generate 4AP per turn. Whoever has the most AP gets to make a move, be that movement on the battlefield, or an attack, or starting a spell. If my a
Please don't call my ideas silly, and I won't call yours silly, agreed? We're already so far away from anything smacking of a realistic combat simulator here that making comparisons to it is just...well, you know. What we're discussing is how to balance a combat mechanic in a game so that it's fun, and the dev team can implement it within the calculation set they're currently capable of or can put in within a short amount of time. My personal feeling
If you think a solid sheet of metal radiating at RF frequencies is a battery user, you should try a porous network of conductors that have a finite resistance between them, and a capacitive link (through the pores) to everything else around them. :) I'm betting transmission losses in the spray paint are in the 3dB/mm range. A clean, pore free sputtered metal on a low-K dielectric like Kapton(TM) would be 1/10 of that, and I wouldn't have to carry the metal can.
Okay, dang it, this kept me up most of the night. It's IMPORTANT, really important, to get this right, and it's such a great new game mechanic, it would be a shame to waste. When people think of the highlights of certain games (MOMs "civ with spells", heroes, explorable lairs, differentiated races, AOWSM's hex, selectable leveling awards, tac battle improvements, height), it will be THIS game mechanic, the ability to place tiles in the city the way you want, that
I have a pretty strong negative reaction to having initiative be eroded over time. It punishes the unit designer who puts in a fast, agile archer units, and favors the designer who puts in slow, highly defended, high attack melee units. Will we erode their efffectiveness over time, too? They carry the same threat, essentially; the ability to deliver damage without taking any themselves. This would be historically accurate, I guess, but it makes for poor gameplay,
Not necessarily. Depends on the cost of the unit. Maybe, when you're designing the unit, you can specify the number of attacks, with a cost increase in materials (for bullets), metal (for arrows), or crystal (for fireballs). Each of those should have different damage/initiative/attack strengths. Bullets should be cheap, plentiful, and allow fast attacks, since there's plenty of materials (compared to metal and crystal).
The problem with this is, if I'm going to carry the can of metal nanoparticles in solvent and propellent, I'm going to carry the much smaller, cheaper, lighter metallized mylar blanket, and attach my antenna to it...
I have always thought (and continue to) that tile proximity should have an impact. Placing a pub next to a gallows should result in the pub being less effective, but maybe the gallows doing better (especially if the government is hanging drunks). From an engine standpoint, it would require that each tile knows its 4 nearest neighbors, and respond accordingly. I'd also like to put forth the old post here: <a href="https://forums.elementalgame.com
The MOM solution would be to not limit kiting, but to limit the number of ranged attacks per combat. I think slingers only got 8 shots total, and warlocks only got 4 attacks.
Right, the question is whether there's support to implement a strategically more satisfying solution, like we once discussed, or if, like LOA suggests, it should be scrapped because it won't get any love. The current system doesn't really add anything strategically, as outlined above. Lead design is the only one who knows what kind of resources are available to allocate to improving this system.
Kael, is the concept of tile placement within the scope of the current game? My sense here is that there's remove to improve the current implementation, and I'd love to discuss this in more detail (and have, in the past, in various other posts), but it the engineering hours required simply won't be available, then its of little use to you folks to have me belabour a gameplay mechanism that's not within the reach of the implementation team or the engi
I'm curious about something. Do people who are good at this game (playing on challenging or above, and winning) seeing a benefit to careful tile placement in their city layouts? I find myself just double clicking in the build tree for whatever a particular city can build, and not worrying about where it's placed. Am I missing something of importance strategically, other than perhaps getting one or two more tiles out on my areas of influence? I know there's
It's interesting; one of the arguably most fun features in both MOM and AOWSM was item creation, either through spell (MOM) or building (AOWSM). It allowed equipping heroes with ultrapowerful items of your own design. It was essentially late game breaking, but at that point, if you were able to do it, the game was over anyway, and it made it fun to do mop up. Any thoughts of putting player designed items into FE?
I like this alot, seanw. Here's my post from the other thread, just to keep it out there. We probably need a "general (warleader)" path and a "administrator" path as well. The decision when a hero is hired should be what the hero will do, either sit in your capital or other city (in which case he/she/it should have faction wide bonuses, not city bonuses), or be an adventurer. I know it was discussed elsewhere for city bound heros getting some exp/season for
(moved under seanw's posting)
So, I'm getting that this isn't in the game, yet, then.