sweatyboatman

sweatyboatman

Joined Member # 2565212
45 Posts 691 Replies 16,368 Reputation

[quote who="Nibelung44" reply="41" id="3309235"]Honestly I too am surprised by the low rate of feedback on bug reports we post in support. Most posts are not acknowledged, and most bugs reported are still there the patch after. FE is still a good game, but it seems that the crew is not responding since mid december.[/quote] Maybe after a couple years of slaving away making FE they decided to take a little break.

61 Replies 67,860 Views

[quote who="baddl" reply="34" id="3308857"] So my only explanation is that some (most?) players just don't pay much attention to what is really happening. [/quote] If that's the only explanation you can come up with, you clearly are suffering from a distinct lack of imagination. Having multiple crashes in an hour is [i]not[/i] normal and that, along with many of the bugs you report, suggests to me that there is something specific to your playstyle or your co

61 Replies 67,860 Views

#1 Road Building: Road-building between cities/outposts is a big headache. You shouldn't be able to build a road through enemy territory (or monster spawn points) and if there is a road, caravans shouldn't be able to travel that road unless you have a non-agg pact. The priority for roads built to outposts should be to go from a city to the outpost, hub and spoke style. Obviously, you don't want roads in parallel, but if you put an outpost near a city, the road it

221 Replies 588,478 Views

[quote who="Trojasmic" reply="14" id="3295656"] hey sweaty, what about when you just want to reposition your guy one square and then cast a spell? you can't! i'm not trying to run past him, i'm just moving one square and he automatically attacks which doesn't allow me to cast the spell. here's another example... you want to reposition your guy to let one of the cyrendrum demons take the kill shot so they can multiply? you can't! bec

19 Replies 5,453 Views

I am finding in 1.1 (and I think this might have been a problem in Frogboy's build as well) that tile selection has gotten a little wonky. This leads to weird outcomes like I click on one tile to move a unit, but the game registers my click as being on the top of a mountain (or other inaccessible spot). Given an unreachable destination, the pathfinding appears to go insane and sends my units off in random directions to destinations in the FoW. This seems especially not

1 Replies 4,052 Views

@Tiokon, while I think you underestimate the challenge in designing and executing an AI in a game as complex and dynamic as FE, you have a general point that is worth discussing. The person designing the AI needs to be (or have access to) a masterful player of the game. Otherwise, no matter how keen their AI skills, they face a real struggle to design an AI that plays masterfully. That however, is not a problem, thanks to player feedback on these forums and things like the

27 Replies 38,183 Views

[quote who="Trojasmic" reply="11" id="3293725"]It's the same reason why Brad lets the AI leave goodie huts around--FUN FACTOR. If the AI gobbled them all up, we wouldn't have any fun cuz we wouldn't find any treasure. It's not because the AI is stupid, it's because Derek and Brad are smart. They know how to bring us (rats) back for more.[/quote] Is that really true? Well, the AI tech thing might be working as designed, but IMHO that design

17 Replies 24,169 Views

The popup dialogs really break the flow of the game all to pieces. Stardock should consolidate all their messages (including level ups and carravan destruction) into the quite functional asynchronous notification system the game already has (the messages on the right-hand side of the screen). In this case, when a city or champion levels, the player gets a notification. Clicking on that notification will center on the champ/city and pull up the champ/city details page.&nbsp

13 Replies 26,979 Views

the same cost for a settlement as an outpost thing is definitely out of balance. I am partial to the idea of having scouts "plant" outposts which are then queued at the nearest city (to be built the same way that resources are). Leave pioneers as exclusively for building new settlements.

22 Replies 30,841 Views

Judging by how devastating darkling shamans and dark wizards are, the world would be far more deadly if the high HP mobs also had high lethality spells. And I say, go for it! [e digicons]}:)[/e]

7 Replies 8,945 Views

I read the review and I missed that reference. you probably should have quoted that bit in your comment. otherwise it sounds like you're referring to the bit quoted by the OP. It is weird that he would call that WoM a "hit".

19 Replies 34,238 Views

this is a known bug/feature/ [e digicons]:dog:[/e] and its been this way since the beta. At this point, I doubt they're going to fix it because it appears that it might require a significant rewrite of the initiative system. Tiudjy's formulation makes the most sense to explain what's going on here: Think of initiative as filling up a power-meter that when it reaches a certain point awards the unit a movement. Let's say the threshold is 100, and you

2 Replies 4,245 Views

[quote who="feelotraveller" reply="27" id="3289580"] I stand by my comments that major bugs like this should be eliminated in beta phase and never make it into a released game.[/quote] That's not a very controversial stance. And yet major label games are released with major bugs every day. This is an indie game with a tenth of the budget and ten times the ambition.

29 Replies 258,571 Views