[quote who="Frogboy" reply="64" id="3205605"]I would like there to be terrain bonuses but there is concern that this could make tactical battles tedious for those (the vast majority) who don't care that much (yes, I know and the team knows that the people on the forums are very into tactical combat just like they are really into multiplayer).[/quote] I've followed these forums for a long time, and I don't think you've quite got the implied multiplayer /
tanafres
[quote who="Horemheb" reply="2" id="3090539"]is something in the implementation I don't like. Maybe it moves to the next unit too soon? For example if you end your turn in a battle it skips directly after the battle, while you might want to investigate all the loot you got. Same for goodie huts. And just plain seeing what you explored, then moving ahead would be nice. Maybe a little delay would fix it, or maybe I am just the guy who likes spacebar for moving to the next unit...[/quote]</p
So I'm guessing there's no very small wildlands, or the wildland-owned monsters could end up migrating to WildlandId 0:-p Also, that looks to be one gigantic hard-coded switch statement! All very cool, btw (and your code is very readable, nicely done!)
It's odd, but the 'good guys' definitely look larger than life, and the 'bad guys' not so much. A lot of that is the dynamic posing and filing up the portrait with their faces instead of pulling back further like the portraits for the empire leaders; I'm guessing the empire leaders just haven't received as much love, yet. Also, +1 for the HOMM2 (the best HOMM by far) hero portraits!
I'm with seanw3 and cparkin01 on this - tagging a number at the end of something (leather I,II,III) would be the opposite of interesting - I hate when games are this bankrupt of imagination, it inevitably reduces my opinion of the game and willingness to finish, much less replay. I'm extremely glad that FE does not seem to go in this imagination-starved, uninteresting direction. As for champions being valuable, part of both strategy and tactics are balancing the risk of
[quote who="impinc" reply="5" id="3009698"]Oh? Where's your pony then?[/quote] Oh, SNAP! Though to be fair, LX does a tremendous amount to keep these forums entertaining :-)
[quote who="Tridus" reply="17" id="3005090"]Dynasties were cool on paper. As implemented in the game? Not so much. The axe fell on stuff like that which simply can't be made to really matter so more effort can be devoted to the core mechanics.[/quote] Exactly this. It's pretty clear that FE will be a far superior game, largely due to the tremendous focus on the core game elements, of which dynasties was very definitely not a contender.
[quote who="Frogboy" reply="5" id="3005353"]In Fallen Enchantress it pretty much works like the screenshot except it's Earth, Air, Fire, Water and Life/Death.[/quote] Awesome :-)
[quote who="Sgt_Harris" reply="9" id="3004961"]I am speaking in the next game friend, changes from now to the next game[/quote] Lots. As near as I can tell, most nearly everything is being improved upon or changed.
[quote who="ElanaAhova" reply="3" id="3000745"]add on, what add on? I thougth FE was a stand alone game using a modified version of the EWOM game engine. Did I misunderstand?[/quote] You're right, but it was originally envisioned as an expansion / add-on then just kind of... grew :-)
We feel your pain, HF. I appreciate the longstanding efforts to improve WoM, and the most recent patch is all goodness. Still, even given that E:WoM still has a lot of problems, I think most people (myself included) would rather have Brad working on making FE an awesome game (which is looking possible and even likely) instead of making E:WoM an o.k. game.
[quote who="Frogboy" reply="4" id="2999817"]We're in the process of adding back in true Outposts that can be put out into deserts and such. They're not cities and can't have improvements built on them but they let players access remote resources.[/quote] Awesome, but... the point of an outpost is to hold a resource or establish a border, right? It seems like there should be an option to upgrade an outpost to a fort (and possibly upgrade the fort as wel
Looks like a lot of yummy goodness:-) Teleport cost increase in particular could fix a lot of fun-reducing player exploitation.
[quote who="ElanaAhova" reply="5" id="2999337"]Something to read to tide you over? Jim butcher has a quirky set of fantasy novels with a detective spicer thrown in. Harry Preston, protagonist, detective, Wizard, with an office in the low rent districts of modern day Chicago. Awesome. Always wants to help, kinda like the Rockford Files, on steroids, and working in the realm of Faerie. He was even the Knight Champion of the Fey Queen of the Winter Court. [/quot
[quote quoting="post"] 1.Did they fix it? (as much as is possible, I realize some the design issues are so deeply embedded they would require a complete redesign) 2.Did they do anything to make amends for the craptacular launch? 3.Since gamestop owns impulse, is there any way to buy stardocks products without giving gamestop money? 4.Since stardock doesnt own impulse anymore does this mean an end to its digital distribution exclusivity? Is it possible we
[quote who="Ahskev" reply="7" id="2999084"]Warband is much more intresting than original Mount and Blade. It have new map, new faction (Sarranid Sultanate), enhanced diplomacy and, of course, multiplayer. Also i recommend to play Warband with mod "Diplomacy", thats make diplomacy system much more enhanced.[/quote] Thanks, Ahskev!
[quote who="Frogboy" reply="8" id="2999099"]Item 2 isn't really a bug, it's just saying that when a unit goes into a city, it takes time for it to rest. It's the difference between living "in the field" and in a city.[/quote] Isn't unit damage = damage per person x healthy members in the unit? If not, then it's just a jarring interface issue and it makes sense to be relatively low or never on the change list. However, if that is how
[quote who="Frogboy" reply="102" id="2999002"]Well the AI is definitely getting better (I think) in this build[/quote] Snazzy :-)
[quote who="BoogieBac" reply="1" id="2998908"]The equip/shop/& trade windows are all getting some much needed love in FE. As of right now the team is on their 3rd iteration of the screen, so it's definitely something we want to nail [/quote] YAY! Boogie on, Bac! [quote who="flymar" reply="2" id="2999039"]Paper doll ftw![/quote] True dat.
[quote who="Lord Xia" reply="4" id="2999044"]Warbands is awesome.[/quote] In what ways? When I originally tried the base Mount and Blade, I didn't get past the initial tutorial before I quit in disinterest. Nenjin's post is making me rethink that, but I'm very curious about the ways in which Warband is significantly better than the base game? Thanks!
Back in the day I was a staunch Republican who was psyched that Rush got his own TV show (remember that?). But the intervening years have... eroded my opinion of the GOP, and the crap they've been pulling 'recently' (not sure if I mean what's been happening since about 3 days after Obama was elected, or whether I should include the 8 years before then as well)? Now I'm left feeling slightly less charitable than WhiteElk towards the Republicans. L
This is a big step up from the current system. That said, a skill tree or grid with advancement dependencies with which you could map out your hero's long-term growth, with associated goals that you could look forward to attaining would be another big rpg-centric step above a randomized list selection.
[quote who="Das123" reply="3" id="2997012"]Playing devil's advocate... lets say I establish a city, would I be rewarded with extra resources by spreading my city like a spider-web to gobble up as many resources as possible. Or do resources play a different way? I'd be happy with a single city tile, personally, with buildings abstracted inside it rather than the sprawling messes we get in WoM.[/quote] Derek has another post about FE, where he explains
I love the resource overlay icons - very nice:-) Also a big fan of meaningful terrain. Rock on! [Edit]: First! [e digicons]:banhammer:[/e]
The only effect was creating free super-champions when the kids grew up, plus some diplomatic shenanigans around marriages and who gets which kid. It was a distracting, ineffective subsystem that didn't work well at all and felt completely tacked on. As there is no concept of aging or inheritance, dynasties don't really make sense. Which is fine by me, I prefer to play the immortal dictator anyway.