sweatyboatman

sweatyboatman

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

The game needs a treasure room UI element where you can dump your loot. Similar to the shop. It should be accessible from any city and if your regular army gets loot it should end up there.

4 Replies 3,493 Views

Frankly, edge scrolling with dual monitors makes no sense to me. I love the way I can have the game up on one monitor and do other things on the other seemlessly.

5 Replies 2,740 Views

[quote]I could send my death adept sovereign to single handedly destroy enemy factions. He'd walk up to a city, use the army-wide poison spell (i forget it's name) and three quarters of the opponent would be destroyed with the rest falling to poison almost straight away.[/quote] That sounds absolutely awesome! I can't speak to whether there's an imbalance, but I think this sort of "God of Death" story is just cool. Obviously, the whole world should freak

4 Replies 5,259 Views

you can also do this if you navigate a unit into the FOW and end-turn. Weird stuff happens when you end turn and a battle ensues. In my last game, I had a stack moving to defend a city but the turn before they arrived they were attacked by the AI. I auto-resolved, the army died, but the units entered the city all the same.

2 Replies 1,452 Views

Actually, I think the base units do automatically upgrade the equipment they wear. There's a bug in the editor that when it shows them it just shows as though the latest equipment is picked. So if you go in and just add an attribute (or put them on a horse), you end up with a unit that's stuck with old technology. You have to change all the equipment to auto-upgrade and then change whatever else you want. When designing a unit, Autoupgrade should be

2 Replies 1,561 Views

[quote who="Lord Cobol" reply="23" id="3070996"]I'm ok with the current imbue system, partly because NOT imbueing many heroes means I can autoresolve with my AI wasting all my mana.[/quote] Using mana unnecessarily in autoresolve is a problem that they need to resolve regardless of the imbue mechanic.

25 Replies 67,964 Views

I saw this happen to an AI city as well. Though I guess the AI could have Razed his own city for no reason.

13 Replies 8,146 Views

Peter Molyneux is an ass. I have no doubt that he is brilliant and he's very good at marketing his brand. But he doesn't make fun games. And every time he says something about video games it reveals that he has no inkling that games should be fun. Games use hitpoints, not because their developers lack creativity or are too stupid to do something better, but because they are a great abstraction for a complicated idea. Hitpoints (or health-bars) are immed

24 Replies 120,735 Views

I fought Pralius in the 2nd round of a tournament quest and won. After the battle I got the prompt that to continue i had to kill Pralius, and he pleaded with me for his life, so I thought, well I could always use a new hero. So I bailed out of the tournament and sure enough I had a new (green) hero in my army. Except, he has no weapons or armor, is level 1, and I cannot imbue or trade or shop with him. <img src="http://dl.dropbox.com/u/6130973/FE/pr

3 Replies 4,531 Views

I think the champs get boosts to experience based on their intelligence. From what I understand, that's essentially the only thing that intelligence is for. Not sure how the actual calculation works in the game.

5 Replies 2,405 Views
Reply to Multiplayer in FE Beta

OK. Less than 1% tried to play WoM multiplayer, but those numbers are likely biased against MP because it was a terrible game at release. Nothing suppresses online numbers like a game not being fun to play. IMHO, the exact numbers are pretty much irrelevant. I think it's a good decision to focus on making the SP experience the best it can be and then decide whether multiplayer can be done in a way that makes the game better.

12 Replies 8,028 Views

[quote who="dracophoenix" reply="8" id="3068012"] Clearly Meteor show is the fake one. Can't wait to battle the HULK!!!!![/quote] I would think Hulk Out turns all your heroes into monsters.

29 Replies 17,379 Views
Reply to Multiplayer in FE Beta

@RataTosk: I was replying to Strumpetplaya, your post kind snuck in between. @Strumpetplaya: Apology accepted. I understand your frustration. MP would be a great feature in this game, but there are legitimate reasons why MP is not going to be in FE on release. It's annoying, but that's the way it is. I don't think you're the 1%. By the statistics I've seen, MP is like the 14%. Small, but significant.

12 Replies 8,028 Views

Nope, sounds cool. I would've thought someone on the forums would post about it had it happened.

29 Replies 17,379 Views
Reply to Multiplayer in FE Beta

Is there some requirement for MP that you have to come off like a complete jerk in every post you make?

12 Replies 8,028 Views
Reply to Beta : feedback in FE Beta

[quote]My outposts seem stuck and don't grow ; furthermore, unlike the initial settlement, one cannot see the potential of the chosen spot (grain/production.)[/quote] Outposts aren't supposed to grow. They claim a territory 5 tiles square. They don't bring in grain/production. They only give access to special resources like Gold Mine or Elemental Shards.

3 Replies 3,265 Views
Reply to Enemy Champions in FE Beta

Sometimes gameplay trumps lore. Though I doubt it's part of the lore that the champions for the opposing factions broadcast their presence to everyone and make themselves easy prey for their natural opponents.

41 Replies 32,457 Views
Reply to Enemy Champions in FE Beta

If you got rid of the pointless "imbue" mechanic, champs would also be able to cast spells in their own defense. Give them a couple units backup and a mana pool and then you better know what you're doing when you mess with them.

41 Replies 32,457 Views

I agree with Lord Xia. That's a little too much realism, especially in a game where you have more than one or two champions. Though a special ability that disarmed a hero for a turn or two during tactical battles might be interesting.

7 Replies 2,000 Views

Was it my post here: https://forums.elementalgame.com/416009/page/1/#3064370 My idea is to divide techs into branches and leaves. Branches would be integral techs that cost a lot to research and make a big difference in the game. Leaves are support techs (like warg riding) that offer distinct advantages/weapons that you can either research normally or buy using gold/mana. I would love to

3 Replies 3,195 Views