Andrew Meronek

Andrew Meronek

Joined Member # 2910666
14 Posts 98 Replies 205 Reputation

Oh, I don't know. It seems like a lot of the good modern fantasy is steering away from highly differentiated races (think Game Of Thrones) in favor of focusing on characters and cultures. Sharing unit designs in-game via an online sharing mechanic sounds like a great idea. How would this game prevent overwhelming the unit build queue with thousands of designs?

29 Replies 32,430 Views

[quote who="Illauna" reply="7" id="3329141"] Quoting StevenAus, reply 6 What about if you have a hardcore mode, and the game crashes? How does the hardcore mode keep the one and only save up-to-date? In XCOM it saves after every single action and the player is only able to access this save from the main menu. There is always a risk of the game crashing during a save and corrupting the autosave, however.[/quote] That's not a risk if it autosaves t

11 Replies 14,458 Views

Perhaps there's something in the monster AI that reacts differently when their lair is interrupted by a city/outpost founding versus a change in territory ownership? What happens when you take over an AI outpost that happens to have a monster in it's radius?

11 Replies 12,526 Views

It could be any number of things. Given starting conditions (or even give everyone the same map) see who gets the fastest win of each type in one week. Create a ridiculously hard scenario and see who can beat it the fastest. Fastest levelling of a champion to level 15 (turn count) Best custom faction/sovereign design, where other players compete 1v1 against submitted faction/sovereigns and see which one has the best winning percentage. (Includes unit designs)</

11 Replies 14,458 Views

The roads to me do pop out a bit more in the lower pic not because of the color - the green grass is lighter, too, not to mention the contrast with the purple terrain - but because the road texture is more distinct from the grass texture. Although, I'm not sure if I actually like the grass texture - it kind of looks like green skin. Definite improvement on the river. I actually like the trees from the top image better. The darker green of the leaves provides a bit more con

33 Replies 125,764 Views

Heh. It seems that I am in the minority with wanting RPG as actually meaning Role Playing Game and not dungeon-diving. Whatever. :-/ Dungeon diving, quite frankly, has been done and done extremely well - IMHO it will be virtually impossible for Elemental to match a game like Diablo or Nethack or Baldur's Gate. If I want that kind of gameplay, I'll just go play those games. But I've never seen a game where the hero units actually live at the strategi

171 Replies 741,763 Views

[quote]And specifically, the question is: Making fantasy strategy games that involve tactical battles, city building and RPG elements? That’s the niche I think we have here. I don’t think we’ve nailed down the perfect blend yet but that’s what time and experience exist for. And that is what we’d like to hear from you. Do you like what we’re doing enough to keep Should we continue it forward (and don’t answer “Make Fall From Heaven&

171 Replies 741,763 Views

Founded a city on the first turn, and then still during the first turn, went to a lost library. The +20 research, though, was lost. I presume it's because I had not yet set a research goal at that point, but I didn't get any message to that effect either.

3 Replies 7,538 Views

[quote quoting="post"] For those of you who have played a lot of FE, how are you feeling about v1.2? We put quite a bit of time and effort into making the AI smarter. Are you seeing a difference?[/quote] Yes, I definitely am. :-) My only criticism in addition to the above is that with the pioneer costing population change, the AI may be producing pioneers a bit too early to be optimal for growth.

42 Replies 29,514 Views

I think that one of the reasons why having permanent death on heroes was removed between Fallen Enchantress and War of Magic is that it was extremely hard to create an AI that could both compete and not get their heroes killed off. I don't know if this is still a problem - but I think that it would make for a nice 'hardcore' option to reenact permadeath when a hero and their army dies, and have the injuries apply when a hero dies but the army survives. Such a hardcore opti

4 Replies 2,703 Views

[quote who="Borg999" reply="25" id="3311751"]Even with the 1.2 changes, the process of winning remains the same. It's still pretty much build up your army ASAP and defeat your enemy before he can do it to you. [/quote] Indeed. Like many others, this is a game of understanding how to maximize an exponential growth curve. To that end, early pioneer spamming is one strategy which MUST work to some extent. It just shouldn't be so powerful that no other strategy compares

26 Replies 60,627 Views

Speaking of the pathing interface, I also have noticed that if I give a unit a multi-tile movement order, the scouting is done only on the tile that the unit arrives at, not the entire path. Highly annoying for scouting diagonally, necessitating clicking on every tile (or just about) in order to avoid leaving scouting gaps, especially at the 'edges' of the path. For example, consider this scouting 'display': ooxxx oXxfx xxpxx x

12 Replies 18,540 Views

[quote who="paladinjb" reply="15" id="3311456"]I like the patch so far, except I notice something probably game-breaking about the new mechanic. You can queue up a pioneer and it will subtract the population, and then cancel it later and it will give you the 30 population back, even putting you over your food cap (which lets you cheat). [/quote] I didn't notice being able to over-populate a city like this, but I did notice that starting the pioneer build i

26 Replies 60,627 Views

I've just observed a rather large Darkling army and an Obsidian Golem who decided for some reason to take what appears to be a very circuitous path. The general terrain situation is that I ended up with a starting position not too far from Imperium ruins, presumably where these monsters came from. My cities are to it's west, and the terrain funnels possible paths to the south from the western Imperium entrance to go right by one of my cities. Both monsters walked right by my c

0 Replies 4,489 Views

Speaking of FTL, it apparently won an honorable mention in an informal Roguelike Of The Year poll: http://roguelikedeveloper.blogspot.com/search/label/ascii%20dreams%20roguelike%20of%20the%20year Cool stuff. Some of the other games on that list are among my all-time favorites.

43 Replies 133,722 Views

1. When in the build and train city menus, set mouse clicks outside the menu areas to cancel the menus, not make a selection based on the mouse's x axis. 2. Make it an AI tactic to create outposts right next to monster lairs that are nearer to enemy civs than themselves, and encourage them to "blanket" continuous, "monster-safe" territory as much as possible to make it harder for enemies to do this to the AI. Or, make it illegal to create outposts that would wake up a monster, at

221 Replies 588,622 Views

Bows with armor piercing capabilities are called staffs. I would like to see crude bows become available to create units with, not just available during worldgen sovereign creation or as loot. Remember that one of the points behind different kinds of weapons is to create more rock-paper-scissors tactical decisions. Making bows just like staffs will not help.

11 Replies 16,940 Views

I sometimes wonder if having multiplayer capability is worthwhile not for the community gameplay, but to incorporate the multiplayer into the game so that players in the community can design and share their own AI to go with their custom factions.

254 Replies 734,890 Views

[quote who="Frogboy" reply="2" id="3302419"] It's everything. And you don't need to start a new game. A lot of what I do with the AI has to do with how much time I want to give the computer players on a typical machine to do their thing. I tend to be very sensitive to turn times so I cut the AI off pretty quickly on how far out they can plan their moves. In this build, I loosened those restrictions.[/quote] This is a very dynamic game, s

104 Replies 189,942 Views

[quote quoting="post"] Wish list: More slider options when creating world. Ie, instead of 3 options (little, normal, lots) 5 options (little, less, normal, more, lots) Bring back more advanced trading features. I want to be able to trade for a city or champion! I had a shorter game where a "Gold rush" event happened, repopulating the world with monsters. Awesome. I want more repopulating the world with monsters options after you clear everything out - my Sov ha

11 Replies 9,085 Views

The champion only need be in your territory to be able to recruit it. Click on it, and then click on the 'recruit' button that shows up at the bottom of the screen.

4 Replies 26,682 Views

Until the AI more reliably uses other champions to cast spells, the sovereign probably should cast Steal Spirit on the first champion it hires that has a spell trait to steal. I noticed that a sovereign that I created with no specific magic skills never uses up its mana pool when it's AI-controlled.

0 Replies 4,402 Views

The AI for this game, despite it's flaws, definitely is coming along. I definitely look forward to seeing what the finished product will look like. But more to the point, I just witnessed an interesting behavior: a Guardian Statue army, probably rampaging out of a nearby Scrapyard, went into my territory and proceeded to walk past a couple of my outposts and resources, and attacked a pack of Ophidians guarding a treasure crystal crag which I was a bit worried about, as I did not y

0 Replies 4,828 Views