. This kind of requests have been pop up so many times. No player like city spams, or boring mop-up, yet it is so hard to avoid with traditional 4X game mechanics, including FE. Years ago, I've offered a possible solution below for a fresh & pioneering 4X fantasy game. Achievement based building and unit bonus (Resolving the game being won in the first 10 min &
Climber
Great that you are agree with most of my suggestions! So far, this beta has really poor UI, imho. The control aren't convenient at all. Definitely need a boast in this area, consider the developer has some intention to make this game to feel epic. Epic means lot of units on the map, it definitely need much much more streamlining of the flow than what I see now. I have not play enough to have over 100 units/stack, what is your opinion for those who did
I see that the current UI require much overhaul. Hopefully, all of below will be implemented in the next beta. Bad UI distracts the gamer from having good gaming experience. Below are mostly small & effective suggestions that can help the game a lot. Discussion/suggestion welcomed. 1. Change how units are moved After a player unit is selected with left click, it display waypoint not yet moved AND a. Right click a destinati
I agree that champion should die... but they should rarely die from losing a combat. Thanks to Grizzyloin's reminder, yes, there should be a building called 'Prison'. A % of defeated hero should be sent there, if built. This offers an interesting mechanics for rescue missions! Imprisoning the defeated champ should be the 4th
ErikCurre, cool! [quote who="ErikCurre" reply="26" id="3043956"] Quoting Climber, reply 14 2. Even the "Your Forces have Been attacked" should be consider auto-faded. But this need futher discussion/thought. I think this important dialogue is really still in 'alpha' stage. So, let's disucss. No. Why should this auto-fade? You need to make
My Reply #14 is quite constructive... but no one has comment. It means... it is good? It is bad? or no body cares? Curious!
Possible improvement ================ 1) The traits circles. They should be removed from the left hand side completely. The inconvenince of current UI design is that, when there are many traits available in the game, just looking at the icon won't be enough for gamer to to quickly recognize what the trait does. Not until gamer mouse over each one, one-by-one. Instead, traits should be displayed in similar way as how 'Strength/Dex/
Beside the additional AI work, implementing height is just about adding its related rules, as the FE graphic engine did support that according to the video posted by developers. It does not matter whether this is a 4X game that it has emphasis is on empire building. If tactical comabt (TC) is there, and it is badly done (non-fun), all the games review will write about it. Given its effect of word-of-mouth and sales, this part of game is crucial. To Gandhialf, According to rece
[quote who="Gandhialf" reply="24" id="3040145"]1 Complexity. ... For me ideal tactical game has fairly simple mechanics and a broad spectrum of choices within this simple mechanics. Maybe you are right and the three layers can be done without spoiling the simplicity of basic mechanics of tactical combat, but I doubt it. I would add flying units instead of this. It's more simple (only two layers and no strange weapon modifiers, just ranged/non-ranged) and fun. [/quote]
I like the graphic style! It seem that this is how it got +ve commentary on this thread. And it's always good to see some progress for a game in the makeing! There are obviously things I want changed as seen in the video. In no particular order... 1. In the video, the OK button is clicked many times due to new discovery (of itmes) and what not. This UI should be improved, by removing this OK buttom completely. Founding an item (and along with many other notication) need no
[quote who="Sir_Linque" reply="22" id="3040048"] Quoting Cruxador, reply 21Uh... So you're saying "it's often just fluff, and that's bad" and then saying "I don't need crunch". So what the hell do you want? Are you misunderstanding on purpose? I say the gameplay adjustment of having height differences is meaningless to me, and the AI would have a hard time with it. So I don't feel there's any point in wasting resources to do it.[/quote] If you s
Graphically, look nice. From what I gather in this screenshoot, it is a very typical tactical map... flat map with obstacles. If Stardock will name 1 innovation here, what is it? Glad to listen. As usual, I am not asking/wishing a lot, as beta is probably near. At the most basic level, I want to see if 'height' is in. A very simplistic implementation will be nice already. 3 height levels: A, B, C (while A is the lowest). &
Nice, really nice! This is really encouraging! "spending 6 turns to recover" means it will be out of service (or invisible for every player) for 6 turns, I assume. The idea should be further extended. Being 'out of service' when they escape should only be one of the conseqences of defeat. Every champion should have is own 'escape %' as its stat. Or you can use the already existing 'Dodge' stat to calculate the % cha
Yes, any mount should be treated as equipment (that add movement, add hit point, or even some of the mounts' ability like.... flying?!)
[quote who="Tim4fun" reply="90" id="3033586"]I too applaud the discipline to say 'I need more time to deliver quality'. As I think about the best games I've ever played: 1) the 'sphincter factor' was always present. It seems to be a combination of unknowns, risk to your main city/sovereign/production, and things which cause you to significantly change your strategy (world enchantments, random events, etc.) 2) the micromanagement
<a href="Tim4Fun%20https://forums.elementalgame.com/413876/page/4/#replies%20has%20inspire%20me%20to%20say%20what%20is%20important%20for%20FE.%20%20%20I've%20said%20mine,%20what%20is%20yours?!%20%20I%20am%20trying%20to%20just%20talk%20about%20the%20big%20picture%20here!%20%20If%20FE%20can%20do%20all%20of%20the%20following,%20it%20will%20be%20a%20classic%20fantasy%20TBS%20game!%20%201)%20%20The%20'sphincter%20factor'%20was%20always%20present:%20%20It%20seems%20to%20be%20a%20c
I like to have a 'default' 'normal' difficulty that the RMG will createa a shire-like world. Since this is the default normal, the world should looks reasonable where the balance of dark chaos and a beautiful nature will be something like 20%/80%. In this world, cosmetically it looks like most other fantasy game. And a fair chance is given to a causal player to win the game, while the player is kept on his edge all the time, from turn 0 to turn 1000. For causal player, it can
I like the fact that you guys want to take as much time as you can, in game balance. There are few actual facts told from the OP, but I comment where I can. For the Unit Detail UI, it looks good, only the left hand side look cluttered. The skills circles should move to the area where the Spells are. Use a tab interface to switch btn Spell/Skill, while it is default to Skill. Not sure why encumberance is so important that it needs extra space at the bottom; if there is no special game
[quote who="Frogboy" reply="53" id="3013901"] Looks good, but still looks underwhelming in terms of gameplay. Just like to repeat some points I've mentioned in various suggestion posts... now I know you want to skip watching... Just take Archivist in the screenshoot as an example, we need to have Archivist levels like Archivist I, Archivist II ... Archivist V etc. Having just '-1 Gildar per turn' and '+1 Research' is so und
Looks good, but still looks underwhelming in terms of gameplay. Just like to repeat some points I've mentioned in various suggestion posts... now I know you want to skip watching... Just take Archivist in the screenshoot as
Just wanna chime in that, King's Bounty has the best tactical combat (TC)experience in recent years. Copy 70% of KB into FE's tactical combat system, 20% of your own innovation then it will be great! Maybe then put some effort on adding Siege and wall related rules, making the TC map tiles matches the strategic map, escape/retreat/subdue rules, basic flanking, basic ZOC, and basic LOS rules. In KB, they don't have smart AI at all but AI spell casting is
Looking at the wolfpack above, just wondered if there is possiblity to subdue them? So that we can use them as resource? Wolf rider anyone? Maybe we are given an option to not killing them, instead declare an attempt to subdue before tactical combat begins? Unarmed combats (i.e fi
Kill their leader and you get to colonize their awesome area and get to their fabulous quests and goodie huts (easier said than done). If you stand outside their “territory”, they won’t bother you. Wildland... sounds very much like minor fraction in galciv II, but much more rigid. T
I am in line with what Edwin99 said. From the opening post, the AI uses a bottom up approach to determine where a new city is built. This should not be the only approach. But there should AI players that use top-down approach instead, especially when AI notices that there are mul
Another idea that should make every game feel more different, giving variety to the game. I proposed that certain Champion know a tech/spell that will allow you to use it as if you've researched it already. For example, if at turn 1 you luckily recruited a champion th