I am game as long as we don't have the blandish palm of death attack. It's so overused I saw it in Fallout. Why not a dragon kick or some kind of fatality move? Let's think bigger here.
seanw3
You get so much more bang for your buck with TBS IMO. Either fun/$ or playtime/$, it just makes fiscal sense.
FE will be the Twilight of the Arnor of Elemental. It's all in journals my friends.
Since this is a game of magic I would not be opposed to some sort of building that trained "monks" in magical martial arts like kung fu or panchak salat for empires. There should be serious drawbacks, but what if I get the shaft on metal and am stuck settling in a desert? This could be a way to balance the worst of starting positions. I am wary of having dev time spent on so many extra animations though.
A wonderful question. I pray that no human ever invents a time machine.
I hope commanders can kick noob snipers out of the class. [e digicons]:)[/e]
I would make sense to combine the techs a little more than what we had in WoM. Life is full of unexpected connections.
Can you guys add a fart sound and gas animation to the check box for no random events? I always loved when Mortal Kombat called my opponent a pussy for spamming kick moves. [e digicons]>_>[/e]
I see it this way: Every city level-up you draw five building cards. Each cards represents a different path to victory. You choose the one that makes the most sense for the way you want to specialize that city. You now have the option to build that structure in that city. As you level up higher you will see better buildings. Certain buildings will only be available next to specific terrain. Others will be faction specific. The rest will be random. If it has
Yes, the commander system is perfect for friends to team up. I especially like the fact that a 20-man team can have an overall commander while each squad gets its own officer. Wonderful for coordination. Why do so many games lack this feature?
I like the graphics on highest settings. The facial expressions were given alot of time and work well for the interrogation/persuasion system.
No. [spoiler]Millions of people suffered on a scale not before seen on Earth. The cause was buried a few hundred feet below ground in two of the most populated cities in the world and pretty much everyone important died. The masterminds behind it got away and are working on a new plan. Someone please call the doctor...[/spoiler]
The beta is great so far. Just a few animations to fix and there are stability issues. Fortunately, steam updates every time I turn it on.
Nice work.
This thread is really getting some important issues out there. I agree that a level five city either needs to spawn peasant defenders when attacked or city level needs to confer a large defense bonus. This is good for gameplay and realism. I could get by with losing half the population though. It makes sense that many of them would flee when the city is captured.
What about rogue instead of rebel?
I hate to correct you after that beautiful synopsis, but sareth01 is still wrong. The question Rory posed was why he didn't check the history books before traveling to a specific time and place. His response was that he preferred not to have specific foreknowledge of where he is going. So while it is true that his motivation for traveling and what he does when he gets there is based on what Sinperium briefly described, it is his sense of adventure/senility that puts his traveling companio
WTH are you talking about sareth01? It is specifically his haphazard way of traveling that gets him into situations where he must fight and kill.
But they are seasons. [e digicons]:)[/e]
Wizard is describing a militia. That would be a good addition to the game, but does not really make any sense as a way to build a professional army.
I would have said, "Because I'm a Time Lord bitch." End of discussion.
Building times are supposed to be negligible by comparison to Civ5. I am constantly trying to find an accelerated production and AI fix mod for that damn game. For some reason those two things crash when combined; not that the game isn't good at crashing without them. It doesn't seem to be anything like Civ5 as far as I can tell. Of course we need the beta to really decide.
I am a little curious about how the starting techs are balanced with midgame and endgame techs for the 5 branches. How exactly does one make sure that civilization and warfare don't make magic and adventuring look sad and weak halfway through the game? This was the biggest balance issue in EWoM techs. Is this something we can expect to be able to influence change come beta?
Has Derek taken a look at my planned Ivory Tower mod? It will fit in very well with the recent info on the game mechanics. I wonder if he is pandering to me specifically or if I have accidentally taken over his mind.
Looking at your specs I officially hate you. Can I has your old computer?