[quote who="Frogboy" reply="3" id="3087671"]A human being wouldn't be able to coordinate 4 different armies arriving at a target city in the same turn.[/quote]I really don't understand this complaint. You can do the math to get it perfect if you want to, and most of the time you can eyeball it well enough that you only have to enforce a manual delay of a turn or two from long distances. The interface could (and should!) be better, with paths displayed and turn numbers printed as with
Cruxador
I think console gaming is likely to die. We know enough stats of the upcoming generation to know that, in terms of hardware, the proposed design for the new Xbox is strictly inferior to most currently existing gaming computers (6670), and these machines aren't out for two years. WiiU is a bit better than the Xbox (about 20% better by the math I've seen), but it's still substantially behind the curve. Nintendo has made that work before, and they've got the userbase to keep goin
You don't need rally points to do this. You just need to look at unit movement capabilities and distance (plus hindering terrain). Didn't you make a post complaining about how modern gamers want stuff spoon fed to them, like, yesterday?
As for the trogs, I don't see them as an Indian-like caricature so much as just a group of strong blue-collar type folks who have a lot of strength and see everything as a nail for that hammer. I see them as hard working folk who do what they have to but (as Empire) are more willing to accept that things won't always work out for everybody, and will take hardship as it comes.
[quote who="Frogboy" reply="51" id="3084173"] How do you think we got quests and dynasties and multi-tile cities in the first place? Those were user requests.[/quote]Those are all good ideas, though. They just needed more depth and attention than they got. If they received the attention they require* to be truly noteworthy they would have made the game exemplary. The fact that these things were used wasn't the problem. [quote]A good suggestion example: Archer
[quote quoting="post"]Walk them through it all. I really hate that. I liked Ultima IV where I had to question people in town, take notes, and put together the next steps myself. I seem to be a minority.[/quote]It's not exactly a minority. It's a smaller audience than Call of Duty, but there's still plenty of folks who prefer a complicated game. Of course, good interface is better than bad interface, things like the exclamation points can be helpful regardless of depth prefer
[quote who="seanw3" reply="44" id="3086310"]I know. I just had nothing for Civilization besides that. There is currently only the tech victory option in Civilization. Maybe they would use a diplomacy tech to force a peace treaty without the player's consent. The treaty would give the city over to the AI and kick the Sov out. There is no indication that we are getting any new siege mechanics so I am trying to think inside the box. [/quote]That could be an option, I'd like to see m
[quote who="seanw3" reply="22" id="3086741"]Which races will be isolationists? I loved how unique it felt to invade Yor space with all their defenses and the movement penalty. Tarth seem like they could be somewhat isolationist in nature.[/quote]That raises another point - Right now effecting the world around you is a significant theme, but the only practical effect is has is that it paints the map. Fall From Heaven 2 had a lot of good "in your territory" effects, some of the coolest of which
[quote who="Hanekem" reply="69" id="3085985"]while I am only so-so at seeing Caravans gone, I am a bit more worried at seeing no road building unit to replace it. Organic sounds nice and all, but does that mean it will go over to that outpost over there or just between cities? will it choose the best path, the path I would choose or something or another option?[/quote]It is probable that in its first iteration the "organic" roads will suck, as most first iterations do. We need to m
You should consider the reason behind the messages. Why is Pariden telling us this stuff? If possible construct a scenario that will give you a couple options you can select from, and effect relations. Involve the actual sovereigns where viable. Because the implementation you're going with now does get the information across, but it does so in a way that doesn't mesh with the world and damages immersion.
The high importance of initiative and movement may be bad for the kiting issue, but overall it makes for fun gameplay so I don't want to lose it. [quote who="Adarine" reply="78" id="3085875"]In history, efficient horse archery is a special technology. Mongols use specials assymetric bow, and kity tactic are one of their strength.[/quote]Yes, but the question isn't why Frogboy would want to make it work like this, the question is how. Maybe just get Derek to make all th
A spell that knocks you out of a city is too powerful. Use big high-mana stuff to damage all units in a tile (and target the city) and to make the city worse. Meanwhile the defender should have to decide if he's gonna stay holed up and try to build up enough to have a fighting challenge despite getting bombed by magic, or if he's going to go on a fuck-the-world run, taking cities where he might be able to hold them with next to no effort, and razing otherwise, and hoping that thi
[quote who="Alstein" reply="76" id="3085860"]I still think the best solution is cavalry being made avaliable earlier, run those archers down.[/quote]The problem isn't even availability, cavalry just needs to be actually used. I've fought AIs with every champion on a horse and no built cavalry units. I don't think they even build cavalry right now. [quote]The problem would be horse archers - but you can make horse archery its own tech tree. [/quote]How? That notion doesn
Some of these solutions (stances and fatigue) are too broad and complicated for this problem. Fatigue is just another thing the player has to worry about that doesn't make the battles more interesting - it decreases the difference between units and thus makes battles blander overall. We have some unit and champion abilities that only apply on the first turn, that's enough there.
[quote quoting="post"] http://en.wikipedia.org/wiki/Kiting_(video_gaming) This is an issue that, as the AI guy, I'm still struggling with. How to defend against this?[/quote]The historical answer would be light cavalry. Considering that cavalry is currently underpotent and underutilized, this seems like it would be the appropriate answer for FE. Don't provide gamey solutions when you can avoid it, those make the game less fun for grognards and harder to
NWN had a pretty lackluster story too.
[quote who="Tasunke" reply="11" id="3084990"]What is the main thing which made DA2 worse than DA:O? I haven't played DA2 (or bought it yet) but the story seems decent (although I am dissapointed it doesn't seem like the hero ventures into the 'shade' like in DA:O. very interested in the Black City )[/quote]Gameplay is "consolized", or made very simple. Everything unique, interesting, or otherwise fun has been removed. The writing is also pretty bad; although DA:O wa
[quote who="HenriHakl" reply="18" id="3084960"]Congratulations! Don't feel pressured or rushed to perfect FE; I've only experienced it "on the forums" up to now, but there's a palpable mojo building in it. Take your time, release Beta8 or Beta22 if you must - just make it awesome.[/quote]Since I get to play the betas, I agree with this. And since everybody who preorders soon will get to as well, I don't see much reason not to follow this strategy. I'm pretty sure it's
The black line around the dots on the movement path is inconsistent with the other visual elements. They should have a line so thin as to be almost nonexistent, with green glow permeating outwards, like the elements indicating the selected unit and the target tile. In addition to being inconsistent, their current aesthetic makes them appear as though they're intended to be visually discrete items rather than components of a line, so this is bad doubly over. Fixing that
[quote who="Fistalis" reply="36" id="3084534"] Quoting Cruxador, reply 33That cloth map is the new one look? The green is too vivid. Looks bad and not map-like. quoting postIt is morally wrong that I cannot use this cool weapon right now. In fact, you know what? I’m taking this game back to the store right now.Yeah, it's a pretty bad mechanic. Agreed? I can't pick up a sword and swing it at somone cause I'm
That cloth map is the new one look? The green is too vivid. Looks bad and not map-like. [quote quoting="post"]It is morally wrong that I cannot use this cool weapon right now. In fact, you know what? I’m taking this game back to the store right now.[/quote]Yeah, it's a pretty bad mechanic.
Pretty sure everyone (except biodrones) knew this would happen from day one. Only surprise is that modern Bioware managed to make a game that lasted even this long.
I don't have any handy links, but ask some specific questions and we can answer them. I wouldn't recommend buying MoM for the sake of learning.
[quote who="PoSmedley" reply="84" id="3079643"]This was just posted to YouTube today. You may want to stick it in the OP. It ties into the subject of todays youth getting jobs very nicely. If nothing else, it is worth it just to get to the end and see how the father aims to rectify the situation. [/quote]Damn, why'd he shoot the laptop? That's a huge waste, he could have at least sold it.
[quote who="Kamamura_CZ" reply="7" id="3079153"]http://xkcd.com/936/ Enough said[/quote]Something that neglects to mention, though, is if you do something sufficiently weird, a computer will never guess it. Such as, for example, using a character not represented on keyboards. ☺♥♠, ▲, ▬, or whatever.