[quote who="LordRikerQ" reply="24" id="3067125"] Quoting Sarudak, reply 23 Quoting Dreadcough, reply 22 i think you're doing stardock a diservice by letting them off that easy James. It was very much the same thing with war of magic, hordes of people coming to the forums stating how great the game was, blinding the developers and setting them up for a huge surprise when reality hit. i'm the kind of hardcore gamer they should be listening to, i represent by far the bigge
Sarudak
[quote who="Dreadcough" reply="22" id="3067087"] i think you're doing stardock a diservice by letting them off that easy James. It was very much the same thing with war of magic, hordes of people coming to the forums stating how great the game was, blinding the developers and setting them up for a huge surprise when reality hit. i'm the kind of hardcore gamer they should be listening to, i represent by far the biggest market for this, people who have played loads of strategy game
[quote who="Mtrixis" reply="23" id="3066767"]I have a counter-counter proposal. You are only allowed to play the game while standing on your head. If you lose a fight, you have to burn your computer.[/quote] I will do this as long as stardock does not implement a redo button...
Yeah. i think the fact that it lets you cast it is the real bug here...
I agree that city building needs a bit of an overhaul to make it more interesting. Currently there are very few interesting choices when it comes to what to build in the city. Now you could use seanw3's ideas of upgrading building. Definitely wouldn't be a bad way to go but it sounds like it would require a lot of rework. You could also make city building a great deal more enjoyable by fiddling with the cost to build of each of the buildings and making the effects significantly more d
Level is less important than how many turns into the game you were...
I believe growth is now only castable on champions.
This is not a bad mechanic but the results shouldn't be consistent game to game... There needs to be some randomization of results.
I think at least a kind of "Item X is being worked on heavily for the next release so hold on any feedback until the next release. On the other hand Feature Y doesn't seem quite right but we're not sure exactly what to do with it so we would welcome suggestions." Would be good...
Well as save/load is already in the game why waste precious dev time on such a "feature"?
Nice thanks!
Wait? How do you cheat?
Yah I don't understand the options in that quest as they all seem to lead to the same result except giving the potion to him which is wholly bad for you...
There's already restoration potions that heal all injuries...
[quote who="Creslin321" reply="9" id="3066345"] The point is... It doesn't matter if it's optional . You play the game one way...I play it another. I save the game before every single fight and reload it if I don't get a result I like. So for this playstyle, a redo button just saves me time. I'm sure plenty of other folks do this as wel. Now, later on when I get good at the game, I may want to try playing with more
What about if you wanted a group that had it's own hero pool and couldn't recruit from the other two?
I think what really needs a limit is how many little trinket accesories you can equip... It gets a tad ridiculous.
Wat? Seriously? This would totally break immersion for me. Please don't do this.
I think what you don't like about it is the very thing that makes it an interesting mechanic that forces difficult decisions...
I find it annoying how easy it is to kill high level neutral heroes. This mechanic means that these awesome heroes tend to never actually get used in the game because it's very easy to kill them before anyone can get the tech needed to recruit them. It also means that some really awesome loot is available too easily. One option would be to simply make them unkillable but I kinda like the option to possibly kill them but I think a better solution would be to give them some support. This is
The only thing that I might wish for the mana system was that it would be a little more fine grained. Like if all the mana values were multiplied by 5 then we could have more properly tuned mana maintenance costs.
My sympathies.
He has help guys. Just chill out. If anything I think that the only mistake is not giving the AI a handicap. I think this is something of a mark of pride (arrogance) on Frogboy's part. He doesn't want the AI to have to cheat at the basic level. The thing is the AI ALWAYS cheats in games like this because they're simply too complex for the AI to handle against a human player without a handicap.
[quote who="id_est" reply="98" id="3065700"] What exactly is not true? Anyway, i dont think Brad is dedicated AI developer, minimum - CEO && Developer. And i don't feel new AI in FE. What i feel is that history repeated. [/quote] It's not true that the situation is the same as it was before.
I had a city that was in the middle of producing one of my custom designed spear units and I lost it in a battle to capitar. A few turns later a freshly produced spearsman unit (the one it was making when captured) pops out under my ownership! This is from frogboys slipstream build if that matters.