tanafres

tanafres

Joined Member # 2479746
4 Posts 252 Replies 4,384 Reputation

[quote who="mqpiffle" reply="4" id="2916905"]I think he meant 'tasty.' [/quote] Personally I'm going with 'safety'.

5 Replies 4,696 Views

He was responding to your claim that your proposition is clearly correct because no one else has ever done it differently than your suggestion (which isn't a strong argument, btw): [quote quoting="post"]A hero should not be able to defeat an entire army alone EVER. I have never seen that in any other 'wargame' (or just 'game') and that is for a reason.[/quote] If you have played Master of Magic, then that statement is simply not true (even without

10 Replies 6,620 Views

I love this. The character and atmosphere of the monsters and their non-generic nature are great. Moreover, the implications for combat are very exciting: different damages and resistances, with special abilities and correspondingly meaningful tactical choices? Yay! I don't know if there are any plans to make the battlefield itself meaningful or interesting (hint hint), but these are all excellent leaps in the right direction. Rock on!

81 Replies 259,345 Views

I'm with Tridus on this one; he's an indi developer (which is cool / supportable) and is completely up front (which is refreshing).

6 Replies 580 Views
Reply to Book 1 in War of Magic

Sorry, there is no book 2 - all of the focus has been on fixing / improving the sandbox game, which is considered the 'meat' of the product. The 'Fallen Enchantress' stand alone expansion might continue the story when it's released, which will be quite some time.

1 Replies 1,245 Views

Medium. By the time I'm in an overwhelming position (pre-mop-up), I've already researched pretty much the entire spellbook and a large portion of the techs, and I'm not trying that hard to do so. That growth in capabilities is what drives me, far more than any desire to be a bad neighbor. So there's not much driving me onward from that point, and a larger map would be tedious. I hereby re-plug the idea that all magic-based research should depend on arc

126 Replies 191,576 Views

[quote who="lbgsloan" reply="16" id="2887568"]Problem is most classic IPs are held by big publishers, and big publishers don't like to make games that aren't multiplatform these days. [/quote] The thing is, Star Control II's design is fine for consoles - combat is arcadey, as is movement and resource gathering. It was essentially played with the arrow keys and 2 action buttons. In fact, when it came out, it was released on console platf

21 Replies 82,599 Views

[quote who="kenata" reply="1" id="2885781"] I think you might have a point here. I think it would be cool to have something closer to what most RPGs do, a dual sided system with the character's inventory on one side and the store items on the other. Thus, a player could simply buy, sell, and equip items without having to move between the various UI elements. [/quote] Yeah, the current shop interface is bizarre. Ideally? A paper doll equipment syste

7 Replies 8,066 Views

[quote who="Satrhan" reply="23" id="2885035"]On a more general level, I find that my enthusiasm for Ewom is at an all time low. I would like to continue working on this project, but as I'm doubting that ewom will ever be anything close to fun (for me) I'm not very motivated. Maybe FE will be more to my liking, but until we get some more information on it I can't tell.[/quote] I know that I'm not the only one saddened by this - I've been looking forward to your finished

29 Replies 98,068 Views

I agree, having it unavailable especially in a rpg-ish game is not good - whatever happened to bettering yourself? :-(

7 Replies 29,742 Views

Kind of a neat idea, though you reserve the most awesome bonus for the tree that's already uber-overpowered. Personally I think a lot of the tech tree problems are the lack of cross-discipline prerequisites and multiple prerequisites - so there's nothing stopping you from going deep in a tree early in the game. Insta-win! While the attempt to try something different was admirable, there are strong reasons that strategy game tech trees eventually evolved into

2 Replies 2,692 Views

[quote who="seanw3" reply="8" id="2877600"]MAKE YOUR OWN MAPS![/quote] THAT'S NOT A GOOD ANSWER! NOT EVERYONE ENJOYS THAT - MOST JUST WANT TO PLAY! Can I turn off caps lock now?

10 Replies 6,057 Views

I've got to agree that forests as only monster-spawning city-blockades with no positive benefits is pretty bizarre. Marsh makes sense for that sort of thing, but wood is awesome!

32 Replies 93,272 Views

Having the popup appear to the side so you can get context on which city has levelled up is a great idea:-) I'd like to also see the per-level upgrade choices in the city details screen. For that matter, it bears repeating that the total cost of the city improvements should be displayed (upkeep, income, and net should all be displayed). Aside from giving me a general strategy-player stats-woody, I'd be able to plan when to build upkeep-reducing improvements.

1 Replies 22,226 Views

[quote who="flymar" reply="16" id="2877082"]I wish there were some such places like Earthwurm Pit in the game. That would definetely add some spice. Global landmark, a 'natural wonder' kind of thing.[/quote] Check the Fallen Enchantress announcement; I'm pretty sure that's concept art for the pit that will spawn demons and elementals until the elemental lord in the chasm is defeated (I assume that's the wyrm). I wonder what (hopefully unique + ongoing) reward we'l

18 Replies 29,133 Views

Beautiful work; leaving aside the problems around how disproportionately large (vs the world size) cities and structures are by default, you make cities look... like cities. Great job! [e digicons]k1[/e]

29 Replies 98,068 Views

[quote quoting="post"] You cant see your current gear when visiting the shop. I am so sick of looking at my characters to see what they have, then going to the shop, then buying, then coming back out to equip, then going back in to sell. [/quote] I don't think you'll find anyone who disagrees. Have you tried the newest builds with a challenging / hard world and challenging / hard AIs (you have to set each AI separately)? Also, if you go to

5 Replies 6,064 Views

If you agreed to a non-aggression pact (if you can walk in their territory without declaring war then you did), then you're stuck for 99 turns. Once it expires you can declare war to your heart's content. Lots of stuff is recalculated on load, so you might save and reload to see if it 'forgets' your treaty effectively letting you out of it. Note: I don't think there's an easy / proper (overview screen) way to see the status or remaining time of any treaties,

3 Replies 3,571 Views

[quote who="Yamhee" reply="37" id="2864749"] Quoting BlackRainZ, reply 36I am not saying you are lying, I am saying you might be confused as to the two different difficulties and to the fact that you have to set each individual AI's difficulty. Many people are confused by this. Oh okay. Just when someone says "I know he says he did, but I bet he didn't", sounds like someone hinting that the other person is lying.[/quote] Understandable, but he

62 Replies 235,798 Views

I'd just like to have snow on tiles in the winter, and maybe the occasional rain effect in some fall seasons. Though I'll admit the gameplay ideas are interesting, I'd think that a season would need to last at least 3 turns before it would come into it's own (better defense from hills with snow on the ground, even the magic system buffs would come around too often to be meaningful and interesting if they were every 4 turns).

12 Replies 7,160 Views

[quote who="icen9ne" reply="40" id="2861917"]Did this patch fix the problem in the custom Sov created that did not have Organized in it? I believe that's the Talent that allows the army to move at the speed of the Sov.[/quote] The organized trait was removed deliberately, as it was tremendously overpowered and was always chosen by everyone, unless they wanted to nerf themselves.

47 Replies 33,639 Views

[quote who="yankeefox" reply="10" id="2861913"]Might be better if there was a fish resource to expliot with the harbor improvement.[/quote] This.

17 Replies 50,516 Views

[quote who="Mauxe" reply="23" id="2859152"] Also didn't realize that magic level is a set stat and had to be decided at the start.[/quote] Actually, while the blessing effects from your starting magic are set in stone at the beginning (irritatingly - to me, anyway), the magic level can be raised through the 'Empowerment' command for any commander troop including your pretender, assuming you have enough magic gems of the type you want to improve (50 for a new path,

45 Replies 178,854 Views

Yes and no. It's tremendously better / more fun than it was, especially with the (strategic-only) AI improvements that haven't made it into an official patch yet (coming in the next patch). That said, it has a lot of room for improvement - and it continues to rapidly improve. If you wait a few months you'll get a much better game, and have a much lower risk of thinking 'meh' and shelving it. On the other hand, it's pretty fun experiencing the evolution from terrib

86 Replies 258,058 Views