sweatyboatman

sweatyboatman

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

Sorry that you are finding it so difficult. I feel like every patch has come with a note that says "Made higher difficulty levels harder and easier levels easier." So I think they are looking to address just what you are talking about. The monsters failing to agro against the AIs is a huge issue with the current game. It essentially breaks the game, but I can't help but feel that what we're seeing is AI development in progress. The monsters are eventually going to

9 Replies 63,920 Views

re: ai and quests, i have a theory that what is happening is that the ai when it finds a quest assigns a champion unit to it. but it seems like either that xhampion is very far away or perhaps becomes immobilized (killed) on its way. i had a game where i found a quest with a scout unit maybe 40 tiles away but right on the ai's border. the ai had a champ unit standing next to the quest location, but wasn't moving to pick it up. so i marched my sov down and about two turns away the ai&#

3 Replies 12,526 Views

it seems like you have the difficulty set too high for your prefered style of play. If you just want to roflstomp play on easy. Some people enjoy a challenge.

44 Replies 39,932 Views

I think a lot of the changes made in Beta 3 have really hammered down a fun opening act for FE. Sov/Race specialization, more aggressive monsters, battle tactical battle mechanics, streamlined spells, better AI. The first 40 minutes to an hour of the game really shines. However, after you've cleared out all the low-level monsters, and grown a few cities to level 3, the game starts to bog down again and lose focus. I'm sure we'll see some big changes in be

0 Replies 1,392 Views

[e digicons]:waaaa:[/e] [e digicons]:waaaa:[/e] Stardock continues to change a game that's still in beta. Such a tragedy. Now it's a little hard. You have to think before you do stuff. It's like a bus from the orphanage crashed into a truck carrying only the cutest kittens. Send for help! Edit: To further elaborate. The same people who are responsible for the design of the game you're enjoying so much are the ones ma

44 Replies 39,932 Views
Reply to [0.914] Bugs in FE Support

didn't the devs request that people make separate posts for their bug reports as it makes it easier to track them or something?

12 Replies 4,670 Views

[quote who="Poko8" reply="2" id="3151015"]It's only a token restriction...just rush after one or two turns, the cost is negative and you gain the gildar[/quote] what?! is that for real? the game pays you to rush? "3 turns minimum to build anything" is a stupid mechanic and I also cannot think of a justification for it.

3 Replies 2,528 Views

[quote quoting="post"] 2. Winning a fight with taming a beast and having no free army slots leaves the tamed beast as "ghost" on the map (full hp, but it vanishes when moving the army on its space) [/quote] i think this is normal. the tamed animal cannot fit in your stack so it wont auto join and it ends up in its own stack (of one). in the case where you move your stack on to it, all you've done is moved your champ stack on top of another. you can cycle thr

6 Replies 38,762 Views

[quote who="Poko8" reply="5" id="3144112"] I apologize if I came of as disparaging his coding ability - I'm just questioning his time availability. [/quote] What I was trying to say is that while the AI in Beta 3 is poor, it's a vast improvement from Beta 2. And I think that there are some small changes (and, as Murtea points out, bugs) that are significantly hampering our perceived performance of the AI. If the AI was stagnant, or not as

15 Replies 65,321 Views

I really don't see why you found it necessary to call out Brad in your otherwise very interesting post. There's still a lot of suck in the Beta, not just the AI. I think what we're seeing is the reason why AI development is usually left for last and most games ship with a braindead (and heavily scripted) AI. The game we're playing now is going to be immensely different than the game at release (for example, we know that city development is getting complet

15 Replies 65,321 Views

[quote who="DsRaider" reply="8" id="3143522"]The main problem is that for the most part the tech trees are very interdependent and contain many necessary technologies. You are never going to play a game where you won't need better weapons, larger groups, or more production.This is why I advocate splitting the tech trees so that no brainer techs you will always get are on a different branch then the more unique techs. So you don't always get the same techs each game. You could have spe

29 Replies 11,774 Views

I don't know if we're ever going to get preview movement paths (that is, something that shows the path a unit will take to the specified destination before you click). But I sure would like an option to cancel movement while the unit is moving.

1 Replies 6,036 Views

I really don't understand the point of this mechanic. It really feels awkward and wrong to me. As I recall, the major complaint about the "Raze" option was that it could reduce an enormous city that took the entire game to build up to nothing in no time at all. This just compounds that problem by making "Raze" even more devastating. It's also mostly pointless. It seems to me in order to Raze an settlement a physical army needs to be present. It sh

35 Replies 33,040 Views

I think there are also champion attributes that generate influence.

12 Replies 5,174 Views

Excellent, for a beta. The game is fun, beautiful, and very distinctive. This was the first time in playing WoM or FE where I really thought "wow, this is fun!" It lasted all the way up to the midgame where it became apparent that the AI was incapable of strategic thinking. It looks to me that all the complaints in the thread (except the guy complaining about insignificant bugs in the game engine -- ZoC doesn't update until the next turn! Oh noes!) come dow

323 Replies 256,296 Views

[quote who="CHiZZoPs" reply="60" id="3118968"]How about this: 1-Tile Cities with individual building screen, but on the map, an (up to) nine tile city is shown. How hard would it be to periodically render the city build view into a texture to lay over the area on the overland map where the city is, which would be a current depiction of what the city looks like?[/quote] This would be great [e digicons]k1[/e] . I don't know about the technical details. But it seems to m

128 Replies 383,810 Views

eh. we're a long way from release. faction differentiation is cooked into one of the later betas, I believe. and it looks like FE may end up being ridiculously moddable. So if manticores and centaurs aren't in the vanilla game, they'll quickly be available in mods or as (dare I say it) DLC.

4 Replies 9,343 Views

[quote who="Satrhan" reply="47" id="3115283"]But seriously, I realy don't understand how you and sweaty can just brush over the whole scale issue. In lategame WoM nearly a third of the map could be urbanised. FE did slightly better, but it still doesn't fit the setting. This isn't simcity or a settlers game. This is a game about rebuilding a civilization in a big, hostile world. The smaller the cities, the bigger the world seems. With one tile cities, a tile with trees will look l

78 Replies 46,487 Views