Trojasmic

Trojasmic

Joined Member # 2474803
540 Posts 1,537 Replies 22,272 Reputation

and Brad ... while you're fixing this bug, write some code for the AI to more intelligently place its outposts. the reason the AI is planting three outposts right next to each other is because as soon as it sees a resource, it builds an outpost. if it had moved 1 more tile, it would have seen a more ideal placement to capture multiple resources with one outpost.

6 Replies 1,651 Views

[quote who="Glazunov1" reply="13" id="3211182"] I honestly don't have a problem with animal behaviors that can't easily be predicted at any given time, rather along the lines of realworld bears. I would like to know which animals are more likely to do one thing for a percentage of time (lair defense, hunting, crocheting, etc), but that's probably something we'll need to discover on our own.[/quote] I guess I should have made a distinction between "anim

16 Replies 17,987 Views

i don't like the "when idle" stuff either... maybe if it was an awesome benefit worth doing, but i don't believe the current benefits outweigh building more stuff.

32 Replies 12,783 Views

hey guys, we're not having much success in this discussion with Brad. he's convinced that monsters are attacking the AI cities and units as designed. so let's change our approach. Brad, will you please cause all monsters (or monsters with higher level than city) to attack a city whose influence invades its lair? as players, we should be able to witness this happening to the AI anytime it's dumb enough to plop a city down next to a monster.

16 Replies 17,987 Views

glad to see city upgrades being talked about in the forum. i'm sure SD was hoping for this kind of feedback. i'd just like to say that i'm not a fan of specializing troops for each town type... i think troops should get buffed in a fortress only regardless of troop type making fortress clearly the best choice for troops. i would like to see conclave more clearly the best option for research and magic. and finally, i would like to see towns be extremely aver

26 Replies 19,042 Views

Similar problem here... in addition, if my laptop falls asleep, then FE is toast. And before you say that will happen to any game, I can tell you that I have had SWTOR, Civ 5, and FE all running at the same time, laptop falls asleep, SWTOR and Civ 5 are just fine but FE is toast. FIX IT! I meant that in the nicest way possible.

6 Replies 4,306 Views

Multiple events firing at once still makes you jump all over the place. There really needs to be a "wait" process to the multi-threadedness of the UI. It's so chaotic at the beginning of every turn. Even after every unit action it tries to auto-select the next unit. Pop-ups for the game still come up when you quit to the main menu! - I haven't noticed that as much. Tactical battles still slow to a crawl every so often. You have to aut

13 Replies 7,702 Views

[quote who="Heavenfall" reply="51" id="3205479"] Quoting Trojasmic, reply 43 Quoting Heavenfall, reply 33 I don't follow your logic at all. A stalemate because noone wants to suffer first strike would only occur if you are fighting 1 unit vs 1 unit. As soon as you have more than 1 unit on each side, the stalemate would never occur if the AI played it smart. The human player now is forced to focus all its first strikes on a single red unit (preferably

122 Replies 265,619 Views

[quote who="rudythemad" reply="49" id="3205421"]I love that we're now at a point with this game's development where the most often mentioned critiques within a thread are those concerning sound effects. Excellent work! This has been an immensely fun gaming experience so far (notwithstanding the first few days after WoM came out, obviously).[/quote] yeah when the major issues are sound effects and fonts, you know you're on the right track.

122 Replies 265,619 Views

[quote who="Heavenfall" reply="33" id="3205137"]Frogboy programs the game's AI. It is crucial that he understands how to optimize his own gameplay, in order to optimize the AI's. This is not a case of one player trying to one-up another player. This is a case of the AI developer making obvious mistakes which are then repeated by the game's AI. You see Frogboy moving all his units poorly in the tactical battle? And does that remind you of how the AI moves its units? It should... so

122 Replies 265,619 Views

I agree with all of my peers above; however, if you are rich, please buy EWOM so that Stardock can buy $40 worth of soda for all of the people working on FE.

21 Replies 33,643 Views

I would not randomize the entire tree, but I have no problems with a champion unlocking a new tech or a quest unlocking a new tech or a faction have a unique branch, or having some of the branches offering random choices to start a game (i.e. Book of Fire, Book of Frost, Book of Wind, etc.)

35 Replies 107,537 Views

[quote who="Bellack" reply="20" id="3197013"] Quoting LordTheRon, reply 15 I do like the 'go big or go home' concept, but sincerely HATE maul. Not because it's overpowered but because it's totally luckbased. If I play boardgames I don't like them to be luck dependent either (no Risk for me). Sure a bit of luck is fine, but with maul it's over the top sometimes. Thing is that most players just do a reload after some incridible maul action badly injures th

37 Replies 139,322 Views