[quote who="Kongdej" reply="7" id="3132207"] Quoting Replicators, reply 6 Further, I'd prefer if the outpost is to be upgraded, when the enemy attacks them successfully, they'd simply switch sides, rather than disappear. This not only makes more sense logically, but also make it far less annoying as the AI tends to backdoor a LOT! However, with the upgrades, a limited number of outposts will definitely be needed to be set, (dista
Replicators
I like the idea, especially with the ability to add trading posts, etc. Perhaps also having it depend on the local region would be nice too. I.e. If near water, can be upgraded with fisheries, if near grassland, can be upgraded with ranches, and if near a road, it can be a trading post. Further, I'd prefer if the outpost is to be upgraded, when the enemy attacks them successfully, they'd simply switch sides, rather than disappear. This not only makes more sense
I have a complicated and challenging suggestion that just might make the game a lot more interesting. First of all, keep the snaking cities, that is absolutely fine, however... 1. Divide the city into each individual tile, so that units will HAVE to travel at the same pace (with road bonus) through the city. This also would allow careful planning of the City to benefit from resources better. 2. Now with the multiple tiles set, it adds a new dimension to sieges. D
[quote who="Vallu751" reply="6" id="3131130"] The engine displays different levels of details on different zoom levels, but all the resources still seem to be in memory all the time and drag the game down. [/quote] I have 6GB of ram, and have plenty to spare while running the game. The biggest problem imo is the CPU intensive rendering, and thusly affecting the GPU utilization. Cape colors like you've mentioned don't eat up processing power, howev
[quote who="Heavenfall" reply="3" id="3131061"]Yeah, I don't think there's much to learn from Warlock. Maybe how cities will look. Although the games are in roughly the same genre, they play very differently. Edit: But I'm curious what you think, Replicators, that they did "right" and could be brought into FE. [/quote] Graphics/Engine/UI Optimization. Current Fallen Enchantress runs poorly, especially near late game, focuses on wrong areas of graphics usage
The competitor is Warlock, Master of the Arcane, a fantasy Civilization V esk game with spells, and heroes. It seem to be of similar genre. Granted, there are 2 distinct differences, 1. No tactical Combat 2. No unit Creator. However... It has a better graphics engine (Smoother, and more technically impressive), and multiplayer. I hope stardock can take a look at this, and take some insight from them in what they did right.
[quote who="seanw3" reply="5" id="3118184"]Right, but they are a small dev team. I would expect to see very small optimizing for the next 6 months. So, go ahead and test on max settings. But tone it down to minimum levels when you want to have fun and play the game. [/quote] If this is so... [e digicons]XO[/e]
[quote who="seanw3" reply="3" id="3117853"]Generally Stardock Games are constantly being optimized through the development process and after release. It will get better and it will get worse. I find that there is nothing wrong with it in vanilla for me. But with 9 units per creature army, things get get choppy on turn 1. I do this: Play on lowest feasible resolution. (Just set it on your desktop and the game will use that res.)<
[quote quoting="post"]I remembered that Boogiebac told us how to implement dynasties in FE. I haven't tried it yet, but I'm wondering who has. To quote what Boogiebac said: "Game\Data\English\ElementalDefs.xml --> 1 :". (minus the "-thingies.) [/quote] IIRC, you can marry, but not have kids in the current state
[quote who="joasoze" reply="1" id="3117627"]I have pretty good performance on my Asus G73JW (its a laptop from 2010 with Win 7 64 bit). Dont notice any difference with more or less units on screen. Late game the end turn will take a little longer (a few seconds, not more). You can be certain that they are optimizing performance along the way. Frogboy has said so many times. His multithreading AI is one of the things that helps a lot.[/quote] And why wouldn
Hi again. This is a question for the devs. I noticed the game's slow performance isn't limited to my computers (desktop & laptop), but also to many other testers. It would seem that the framerate drops significantly when large numbers of units are present on screen, which is understandable, however... I've also noticed the GPU usage for the game when under stress (many armies and towns), doesn't move beyond 40% (On an ATI 5830). (System specs: 3.0gh
[quote quoting="post"][Minor Issue] If you select the "Bandit Lord" profession and then leave one of the bandits behind to guard the city; the game will keep him queued separate from the city, but still on the city tile. [/quote] Try moving him away then back in again. Normally when you found a city, the unit with the founder won't go into the city until u move him away then back in.
[quote who="seanw3" reply="65" id="3116488"]My mod didn't do that! I would say that is some vanilla version hanky panky. The economy system works oddly if I understand it. Perhaps this is a bug with the mana calculations or memory. How was performance as the game progressed? I am going to start playing on 640x800 to use less memory. You have to change your windows screen resolution to do this right now. That should sto
[quote who="Lord Xia" reply="2" id="3116070"]Id prefer to keep it the way it is. You can only have one drake. Its fine. [/quote] Oh I contend the notion that just because you can train only one of them, it is thusly balanced. This would be true, if it were Expensive, slow to build, slow to move, and most importantly by far , with an unlimited army size stack. Group a drake with an army, a
K thanks I'm just reporting all the oddities I find to be helpful. Here is another... Late in the game, the Mana appears to be extremely glitched. While the mana income remains @ around 20, I would constantly get massive boost of Mana around 5000 each.
I'd like to point out, that the Fire elementals are woefully underpowered for a starting soverign unit.
Is it just me or are units dodging a hell lot more in this? So much so in fact that my sov couldn't land a single maul attack. Correction... I've never seen a successful maul attack now... bears cant do it against my militia... Oh and one more thing. Oracle +30% research +5 mana Scribe +20% research Both are in the same list, why would you ever pick scribe?
I've noticed during my playthroughs that when I manage to recruit a drake, the game becomes 2X easier. As the drake is as powerful as a mid-game full stack army, and can be used to defend a choke point, or rampage across the enemy towns. However, lesser serpents (i forgot what they are called, they are elemental), aren't nearly as useful as the Drake, but is far more balanced. So here is what I propose. When one recruits a drake, It starts out as
Agree with most here, sandox and multiplayer are the most important modes in these games.
[quote who="Lonemessiah" reply="2" id="3113188"] IIRC we have been told that not only can we create tiles, but we will also have the ability to create templates (like the wild lands) that will be placed at random within randomly generated landscapes (again like wild lands). This was quite a while ago though so I am not sure if it is still the case.[/quote] While that would be better than WoM, it isn't enough to utilize its full potential, the ability to customize a
[quote who="joasoze" reply="1" id="3113184"]I am not a 100% sure that I get what you say, but here is my take on it. When you get the tech for having 5 units in a group, you should be able to upgrade a group with 3. This should cost money, crystal or metal according to what units it is. The experience of the group should be reduced accordingly. Its that simple methinks. I will be very surprised if this is not in the final game[/quote] That t
I noticed how when upgrading logistics, it immediately phased out the usefulness of all of the units before it, even those of equivalent or even superior class. I think we should be given the ability to combine 2 of the same units into one bigger unit of the current logistic capacity. Heres what I think that we could do without affecting the balance: 2 units of X class units, 3 each. 1 is level 2, the other is level 4 Combined result: take the ave
[quote who="Frogboy" reply="1" id="3113018"]I have longed for someone to ask this question. Here is the reason: In a multiplayer game, the game needs to send messages back and forth from the "Server" to the player. Nearly every part of Elemental was written this way. Let me show you what I mean in pseudo-code: Message Base: MySoldier->PostMessage(MSG_ATTACK_ENEMY,params); This would be sent to an event queue which woul
[quote who="joasoze" reply="6" id="3112338"] Quoting Publius of NV, reply 4 Or just make naval combat be ship to ship boarding, and play out the battle like a normal tactical battle on a map that looks like ship decks, like King's Bounty did it. Yep, there are lots of stuff that they could "borrow" from Kings Bounty. Passive abilities in tactical battles, spells, dragon pets and such [/quote] Thank
I would just like to ask the Devs on what is the main reason why Multiplayer is cut from the game (for now at least). The reason I ask is so that maybe we, the community could come up with workarounds, compromises, etc. Me and my friends are really excited about this game, and are dying to play multiplayer :(