Just my 2 cents: I just tried it and discovered I liked it turned on. It's definitely an improvement to having it turned off.
RooksBailey
One suggestion (based on the tutorial): Clearing a forest square needs to be handled in a different manner. Right now, you just click on the "clear forest" button in the build menu and you can instantly clear as many forest squares as you want, and without cost - in reality you are doing little more than editing the map. At a minimum I think you should only be able to designate one square per season for clearance (it would be nice one day to see little workmen head out to
I don't know if this will help you but I noticed it took my PC about 20-25 minutes from the time I first clicked on the installation file (and the little circle thing appeared) to the time it actually started installing. So it may be that you just have to wait and give it time to do its thing and not interrupt it by restarting.
Maybe they're helium wolves? [e digicons]:grin:[/e]
I never played MoM, but what you describe is exactly the type of fantasy strategy game I always wanted to play. Unfortunately, WoM never was that game, but I think FE is definitely heading in the right direction. Hopefully by this time tomorrow, the beta community can answer with a resounding "Yes!" [e digicons]:rofl:[/e]
I have to say that the artwork for the new site is fantastic ! [e digicons]B)[/e] It is even better than the artwork for the first site, which was pretty good, too. Any chance of releasing some of it as desktop wallpaper? EDIT: Never mind, I see some of it is already in the new media section. [e digicons]:blush:[/e]
Same here. We might get it because Draginol wrote this back in October: Players have the choice to either instantly resolve a battle or go to a tactical battle screen. Once there, they can either watch the battle resolve turn by turn, fight it out themselves or just resolve it. My personal preference right now is to handle the first few turns and then turn it over the the auto play and wat
I always liked the artistic look of Elemental, but it is even snazzier now. In fact, it sort of has a look like 15mm miniatures - which I think is great. [e digicons]:thumbsup:[/e]
Very good. Looking very good.
I was one of those bitterly disappointed by EWOM, but I have to say that I am now cautiously optimistic about FE. If the tactical combat is now closer to Battle for Wesnoth or Elvin Legacy, the game could be a hit for me.
Very entertaining AAR. I really like the changes I see. One suggestion: The wording is a bit convoluted. I think it might read better as: "Our outpost to the northeast has been destroyed, M'Lord. If we do not protect our borders, we should assume that Warlord Verga's group will strike again."
Definitely sounds like it is on the right track. Elemental had so much unrealized potential. FE sounds like it is finally going to tap into that potential and give us the epic 4X fantasy sandbox game we all wanted from the get-go.
Very funny post! [e digicons]:grin:[/e]
There is a psychological effect as the player doesn't feel like his champion or sovereign is casting the spell. Your fire archmage champion didn't seem to cast that spell (even though we show who is able to cast it in the spellbook, so you know who is enabling these spells) which removes a little of your feeling of connection and attachment to them. Some distance from your sov is a necessary thing in a 4X game - even one with R
I think your overview is spot on and matches my opinion of EWOM: a ton of potential that excites me, but a poor execution. As someone who pre-ordered the original, and keeps booting it up in hopeful anticipation every time a patch is released [e digicons]:grin:[/e] , I am regrettably forced to conclude that EWoM is probably best abandoned at this point. Its execution is just too confused and its mechanics too poorly thought-out to be fixed short of creating an entirely new game -
Seeing the sorry state that family dynasties were in, I think SD made the right decision to remove them. I rather have them gone than constantly reminding me of how half-baked their execution was. Also, seeing all the interesting progress being made in FE, I am now more than willing to wait and give SD all the time they need to revisit them, even if that means waiting for them to reappear in the follow-on expansion to FE. As for how to balance Champions with children, I th
There are so many interesting games coming out in 2011, that it's hard to keep track of them! My list: 1) Deus Ex: HR - for the reasons mentioned above. 2) SotS II - ditto 3) Sins: Rebellion - ditto 4) Heroes of Stalingrad - Sure BF3 looks awesome, but I think I am slightly more interested in Tripwire's new WWII shooter. 6) BF3- but of course,
[quote who="Derek Paxton" reply="58" id="2945102"] Dynasties was one of those, and I worked on a few designs for them, nothing that was good enough. Some that had good points and bad points, but nothing that felt really integrated into the game. So I asked Toby to pass a pass at a magic wand design for them ("forget everything you know and design them as they should be"). He wrote a great design. Most importantly he wrote a system that integrated in interesting wa
[quote who="Frogboy" reply="253" id="2944295"]I like a lot of the ideas posted here. Just bear in mind that scope is often a cruel limiter on what can be put in. I don't think it's any secret that I'd like to see dynasties get a lot more love. As a practical matter, the dynasty system needs to be re-imagined and I don't think that'll happen until Elemental: Game 3 (WOM =1, FE=2).[/quote] I am glad to hear this, even if it means I will have to wait
[quote who="Teslacrashed" reply="17" id="2944838"]I really like seeing that FE is going to be slightly less "civ" like, and more RPG-like. It really draws on the strengths of Elemental as a setting.[/quote] I think the right mix would be 60% RPG elements, 40% Civ elements. Sounds like FE might be moving in that direction. This is the first bit of news that has shaken off a bit of my apathy regard FE. Now if we could get some news about some
[quote who="Fargham" reply="220" id="2938664"] I'd like to add another request on the line of Dynasties. Make them actual Dynasties. Its just a way of breeding super champions at this point (which I like) - but I would like it more than after x turns, the old man dies and child #1 becomes the new faction leader. It would make the game feel a lot more 'dynamic' as I would feel that a long time has passed since the founding of the empire. Long games beco
I'm glad Sins (rightly) made the list, but I have to say that article is rubbish. Tropico 3?!? Plants vs Zombies?!? DoW II? Come on! These games might be worthwhile in various ways, but the best of the decade?!? What were they drinking when they wrote this....
This is something else that never made sense to me. Why put something in the game that is useless except as a nuisance to the player? What is more, it is doubly bizarre as forests were traditionally seen as a valuable resource both for wood and for hunting. In fact, during the medieval period, forests were so prized that they were often off limits to commoners. Sigh. [e digicons]#:([/e]
Yeah, that was me. Interview-publisher-and all around renaissance man. [e digicons]^_^[/e] Glad you liked it. I think they gave some good nuggets of info. I also liked the screenies. [e digicons]B)[/e]
[quote who="Tydorius" reply="3" id="2876221"]One thing that would make things come to life a little more is if things had names. I'm sure there's someone here that's played Dwarf Fortress - Notice how when the world is generated _everything_ has a name? To keep the clutter down it'd have to be a separate layer of text on the cloth map that we could turn off, but I'd love to zoom to the cloth map and find out that there are places like "Mountains of Blood" "Hills of Sorrow" and other