I love the idea that Forts will have to be supported by towns. It will force us to place them in protective areas to guard the towns that are fueling the economy. But how will the AI learn to choose the right spot for a Fort? It can't currently choose the right place for a city. Lots of AI work to be done.
seanw3
Random events can currently only trigger from population levels. I hope they add new quest triggers so we can do this.
I am not sure about an allied victory option as it has never before crossed my mind to try. [e digicons]:cylon:[/e]
But Maul only checks Dodge I think. Cool idea if we can get it to check a different stat.
Well, you can't mod in MP and I didn't think it would have tactical battles. Now that I see the game coming to completion I am excited to run vanilla in MP.
Maybe you are not defining your unit as a hero correctly?
Gentle Rain should probably switch to Food per Grain so it is easier to calculate yields.
Looks interesting. Are you using Background stats or at least making this compatible with them?
I can't wait to play with you and your friends in MP Nick-Danger. One of my ultimate hopes is that MP will be good enough to all these MP fanatics under one roof. TBS MP players are almost as rare as females in the gaming world. Are you running window 7 64bit? That is probably what one needs to handle this game with a large map in MP.
Population starts higher than 10.
I would bet that we will get the ability to add a champion from a quest. I will have to test this out at some point because I am almost sure I have done it at some point. Have you tried specifying a hero that already exists in the coreunits.xml?
Weird. The picture is off in my browser. I didn't even notice. That looks amazing! As to the ethereal Quest Editor I have some basic thoughts: -Make sure it supports an infinite amount of objectives. I am currently averaging 5-20 objectives in my current efforts. The Labyrinth is close to 35 I believe. -Please make the UI a drop down sort of deal where we can add a game modifier that pops in under the objective with all
Derek makes all the decision on Beta cycle I think. There is no reason he would end things at Beta 4 since it won't cover any of the end of development polish he has mentioned in previous posts. This game has to be perfected by release because most of the money will come from the expansion. As a consumer I am in a very contentable position. [e digicons]:inlove:[/e]
That is the problem Tridus, I don't really know how MP is shaping up because I need to test it with some people. No one is currently playing with the public, its all friends testing out the MP. I was hoping I could find some good MP people here. A few updates ago the MP desyncing issues were game breaking pain. I read in the change log that most of that has been fixed. Given what I have read on your many posts on the forum, you have a very high standard
I was thinking about making some bows that do special stuff at some point. Tri-fire, freezing shot, fireball, reallly anything but poison can be put into a standard bow attack.
The AI gets incremental improvements all the while. I would guess that the final AI work will be done in beta 5 and 6.
Why would a quest editor mean the map is getting an update?
The end game has yet to be worked on in any great effort. Expect Beta 5 or 6 to handle the victory stuff. We really don't even have the Diplomacy or Quest systems in place to know what to expect. Conquest is the most viable because it is the most basic way to win. Master Quest and Spell of Making will undoubtedly get some polish too. The only one I see as being hard to balance with the others is the tech victory. It will be hard to say that teching in Magic is well balanced with teching i
Maybe grain should get more intuitive for beta 4. One level per grain by the end of the tech tree. 4 grain should tell the player at a glance that he can get the city to level 4 rather easily. A 3 grain city should be possible to get to level 4 if you specialize in farming all the way. Maybe it could be more complex with 2 Grain needed in per city level at the start and with all farming techs a 5 Grain city can make it to level 5. This would make the tedium of food management less of a hassle
I would have to hazard a guess that population will be handled differently in beta 4. Overall the new system puts some order into an otherwise chaotic system. The solution to population could easily be solved with a penalty for every population point you are under the level milestone. You want to cheese the system? +1% Unrest per 10 population under the current level.
You could use mana from kills and then have a spell that produces research from mana. Then limit that faction's spells so that this is their primary way to do research or however you want to balance it. Also, quests can give research. Just copy over the game modifier from the research goodie hut into the rewards section of the quest.
What exactly do you want to do? Maybe there is a different way to do it.
Do these games really compare? FE has an AI.
Some faction specific ideas: If we are going to move into a system where there are 3 city types, why not make certain factions benefit more from only one type? I think Pariden would be smart to get better results from Conclaves than any other faction. They should get magical versions of the troop bonuses that a fort would have. So basically they might have a Conclave that does about 25% of what a Fort would do. Suddenly you see Pariden shaping up into a kingdom of Concl
On a serious note, this is exactly how I pictured the best future for FE. I see alot of good logic in this post. Superior work.