Save us all the whack-a-mole hassle by restricting AI behavior to crossing neighboring borders with players that they are currently willing to go to war with. This is how a game of FE can feel sometimes. [video]http://www.youtube.com/watch?feature=player_detailpage&v=D0n8N98mpes[/video]
RogueCaptain
Hopefully I'll have time to see it next week and post comments.
Derek came up with some fun wonders in his Fall From Heaven 2 game. My favorite was first building a city at a highly strategic chokepoint. Then constructing the soul forge, black cauldron wonder combo. Any normal unit that died within the city's radius would be converted into production and raised up as a legion. Let's hope he continues the same innovative pursuits for FE.
Maybe a video is needed? You know how much a picture is worth. I'd be happy with early constructable walls (of any type) completely blocking wildlife from entering my fair city. Kinda like the Great Wall wonder from Civ4 keeping the barbarians out. The only question is what should & shouldn't a wall keep out in FE?
I wish I could vote YES in the poll but when I try everytime, it errors out.
Is Stardock doing a soon-to-be post apocalyptic scenario game?
NEWS FLASH In Australia you can now be fined 1.1 million dollars if you blame rising prices on the carbon tax. No joke. "The Tax That Shall Not Be Named." http://www.dailytelegraph.com.au/news/opinion/the-truth-will-out-on-labors-carbon-scam/story-e6frezz0-1226197176697
Yes! Halleluiah Halleluiah! [e digicons]\o/[/e] I've wanted this in a 4x for a very long time as have others. Hell I even proposed it for FE.
[quote who="ins2" reply="69" id="3156837"] PLEASE also make shop prices (or the discount against unit value) a moddable parameter![/quote] Dittos.
IMO, factions should be unequal in dealing with this. Kraxis the turtle logically should be stronger against steamrolling while others are more effectively rewarded steamrollers such as Magnar due to the Slave Lord trait.
[quote who="WebGizmos" reply="14" id="3140770"] [/quote] WebGizmo that ending was so terrible! In the finale when the villain was backed into a corner, she should have chosen to prematurely age herself, claim another credible identity like her own mother, and when the hero demands fingerprints show the police they've been aged away. Edit: Because there is a warrant out for her arrest >>> some prisons are without bars.
Thanks for the tips.
After creating my experimental custom sov and quitting after 5 turns with 1 autobattle, all the Sovereigns have gained these 2 free perks except Ceresa.
Seems Valve is interested in it for future STEAM as well. http://www.rockpapershotgun.com/2012/04/14/that-was-easy-valves-hardware-is-wearable-computing/
Oh dear, there goes my mod plans. No stats will make things much more difficult. Oh well. On another note, a surrender bonus could be huge. If a player defeats a merchant sovereign then they should get the gildar discount for units.
Thriving under limited options calls for organization and creativity. Most games are so rigid they often don't allow much of either for the player. Here's my little roguelike story to give an example. Remember Nethack? To begin, I was dungeoneering along the early levels as a stealthy elf. Along the road comes a nice hefty (unidentified) weapon. One of the features of Nethack basic is identification is not readily available at the nearest
Some (previously unmentioned) points why I will miss city snakes. Combat: ■ Great difficulty blocking advancing armies in (wider) chokepoints. -A one tile city just doesn't cut it unless maybe on a hex grid. Self explanatory. Modding: ■ Can it be modded back in? <span style="font-fa
The three Sid Meyer rules of game design for player psychology: egomania, paranoia and delusion. [e digicons]:rofl:[/e] Wouldn't be funny if it wasn't true.
Will beta 3 readjust damage calculations for stacks? It affects everything ranging from kiting to glass cannons, see below. FE's system measures X amount of damage successfully dealt always equals Y number of units per stack are dead, no exceptions. That includes magical damage too. The problem is distribution of the damage dealt. If I dealt 10 damage against ten units, should two of them always fall dead 100% of the time or should there be a possibly
[quote who="Frogboy" reply="41" id="3111633"] Obviously, if someone doesn't feel that way they should say whatever they think is accurate.[/quote] I'll bite. FE's combat feels a bit lacking and while Stardock is balancing the game it does not (yet) have that addictive value that will make it a full success. Two types of factions, the Kingdoms and the Empires share the same unit build types amongst themselves. Then later gameplay becomes
[quote who="Sethai" reply="5" id="3115222"] I agree, we need a reasonable scale. But just changing the current system to something like this only works if everyone has one attack, which they don't. 10 men with swords then do up to 1000 damage. There's nothing wrong with that, so long as every unit gets multiple attacks. And it's about more than just the basic weapon values: what about all those bonuses that the game gives to sovereigns and units as they gain levels, traits, s
Classic bait and switch. Bioware/EA probably planned this from the beginning as MMOs desperately need the initial sales and user base after such a large investment. They just didn't want to risk SWtor losing potential sales like how GTA's porn patch did until after the product was already sold to unwitting customers. I'm disgusted how any business can pull shenanigans and just jerk people around like this. Customers here have a legiti
We can kill two birds with one stone here. Automatically channel surplus production directly out into the field for (slower) military upgrading. If we make army upgrades partially automatic by the production/unrest ratio slider we can reward players who go for elite equipped but significantly smaller unit armies because they will have less in a group to upgrade each time and far less overhead. By comparison, players who race for the largest possible army c
Wildmana had the best AI and the Better Naval Battles patch for the original came in a close second. Master of Mana was the designed in mind for more advanced users only but paid off with improved decision trees and dynamic complexity. Orbis had the best custom sound tracks and additional content. Rife later followed suit by adopting most of them. Big thumbs up, they were really good, fit the settings very well and each was triggered according to the religion you chose
Guys, Germany had railguns in WWII that reached all the way across to the UK. It's antique technology. We never upgraded until now because the enemy hasn't. The big difference now is the cannons are literally not miles long, more energy efficient and projectiles reach greater maximum speed. Saddam also had a private contractor build him one that could easily reach Isreal. Although that one was originally designed to cheaply launch payloads into space fo