sweatyboatman

sweatyboatman

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

[quote who="mqpiffle" reply="24" id="3115010"] Quoting sweatyboatman, reply 4No more building placement, ok. What makes you think building placement would be gone, even in a 'miniaturized', city-screen style UI environment? I think they would be silly to completely scrap this empire-building function because at least a few of us enjoy such things, and the code already exists.[/quote] i enjoy it myself. however the only legitimate reason to do away with t

78 Replies 46,491 Views

[quote who="Lord Xia" reply="21" id="3114930"]It would make sense that a tile is at least a couple hundred square miles. 10 x 10 mile square is pretty small part of land, but pretty large area for a city in medieval times to take up. And then if you consider how long it takes to walk over normal terrain, I wouldn't put 62,500 square miles out of the picture for each tile. Think about it, how long would it take to travel 8 squares? 1 year? That's

78 Replies 46,491 Views

[quote who="seanw3" reply="5" id="3114827"]That is the problem though, growing a city past one tile means taking away hundreds of square miles from the game. Why not simply have the city view screen grow the city along the river? Then on the main screen, have the outlying huts grow along the river.[/quote] Why are you talking about miles? Where in the game is anything measured in miles? Is your next complaint going to be that the rivers are too wide? How wil

78 Replies 46,491 Views

Only one tile? [e digicons]X([/e] It seems just as easy (considering the engine already supports it) to make cities grow organically across multiple tiles. No more building placement, ok. But cities could still grow along rivers or coasts; they could still blob out over the landscape. (Though instead of 5 tiles across, maybe just 2 or 3.) The on-map cities are one of the great visual aspects of the game. I'd hate to see that abstracted away t

78 Replies 46,491 Views

[quote who="Bellack" reply="4" id="3112333"]Read the review. That picture in the FE section where is this 'Gildenarena' I have never seen this in game. Is this something comming out in a future beta release. Looks like a pretty cool tactical battles map.[/quote] It's a quest that's only accessible after you get the 3rd(?) quest tech. On the main map, it shows up as a coliseum that takes up the entirety of the tile.

46 Replies 100,602 Views

I'd give it a 7.0. It's competent, looks great, and the game is occasionally interesting. The extra half-point to get it up to 7.5 connotes a game that has something more than mere competency. 0.86's just not slick enough to make up for the lack of drama and/or gravitas. Of course, we're only judging one half of the game. With an interesting campaign and a decent story, the game might already be past the 8.0 mark.

177 Replies 675,085 Views

[quote who="Sarudak" reply="36" id="3109457"]There's plenty of space at the beginning but what about late game when it's displaying 4 digit gold, 3 digit mana, 3 digit metal, crystals, wargs, horses, at least one of each shard and diplomatic capital? I've had mine overflow and I play at a fairly high resolution too. [/quote] Knowing the absolute numbers is on the whole more valuable than the rate of income. Permanently cluttering up the display with more numbers

54 Replies 74,263 Views

I really think this is the big hurdle that gamers are going to have. Most games accustom the player to either never dying (or death not having consequences) or death being the end of the game. It's OK to die in FE, but it's not meaningless. And it makes the game more interesting because of that. You can experiment, take on fights that you might not win, rather than only taking on fights where you are completely dominant. On the same token

7 Replies 2,683 Views

I would add that from a newbies perspective, it's going to be REALLY important that they understand that you can "die" and your heroes can "die" and you don't lose the game. I'd put in a chapter where you start in a battle against an unbeatable monster and your army is obliterated and then you return to your city and need to race to build up your army and heroes to the point where you can destroy the beast before it reaches you.

47 Replies 121,140 Views

I always enjoyed the campaigns in RTS-style games. Not everyone enjoys starting a game by being thrown into the deep-end. It's nice to be introduced to a game via a well-built narrative that establishes the lore with voice-acting and all the bells-and-whistles. Speaking for myself, I'm looking forward to it. Though I think I'll be in the minority on these boards. The campaign is to attract new players, so I don't think the people in the Beta a

47 Replies 121,140 Views

I'm pretty sure frogboy has said that the game will make use of more memory on 64 bit systems. I run the beta on 64bit Win 7 and the game runs fine. Game crashes occasionally, but not more than you'd expect from a beta. Not problems alt-tabbing, though I run a dual monitor system with the game on one screen.

13 Replies 10,453 Views

Seems reasonable that a hero could have an alternate weapon set that you would need to have equipped before the battle starts. Then during the battle, you cast a "spell" that switches to the alternate weapon set. I'm OK with the switch costing a turn.

17 Replies 5,466 Views

that would be pretty neat. Though it feels like something that should be special. how about making it one of the level up buildings. give it a big bump to prestige as well.

8 Replies 2,534 Views

Regenerate the map: [quote who="Draginol" id="3088630"](pro tip: you can press Ctrl-N to have it regenerate the map until you get a random world you like)[/quote] Having another faction right nearby might be an interesting twist on the early game. Other times (like the spot you're in) it's just annoying.

5 Replies 8,831 Views