Steam is DRM. It has some conveniences like sales and automatic updates, but at the end of the day it is DRM. If you love DRM, there is no hope for you. Keep drinking the Kool-Aid. It is better than it used to be and I've grown to tolerate it, but that's all.
Fearzone
This all sounds great. But I'm going to ask to please, at least consider, focusing on the civilization building aspect, rather than the hero-buiding, in the role playing. By this I mean: if the civilization build mines and foundries and researches smelting steel, then the hero and the armies get the benefit of steel armor and swords. If the civilization has a college that researches a lot of magic, then the sovereign gets enchanted swor
In a recent game where I played Risoln, I ended up facing off against Gilden where they put on their finest platemail and totally turtled in 4 cities, while trying to win with a spell of making. I slogged through beating each city down with tactical combat, but it wasn't elegant. I had total map control but the AI wouldn't budge from its four cities. I didn't know about Curgen's Volcano at the time, but I wish I had used it. Yeah, I agree it needs to
[quote who="coyote303" reply="35" id="3293656"] Another person gets totally immersed in the game, gives it a "'solid' 7 to start." [/quote] You make a good point but my opinion stands. I mean AI Wars immersed me but there isn't anything really special about it. Nowadays "8's" are are commonly regarded as games you can recommend to anybody, not just core strategy fans, and "9's" are timeless games for the ages. Right now I can recommend F
I give it a 7.9. Once I get into a FE game I'm glued to my seat, forgetting to eat, ignoring sleep, ignoring cold, and some other biological functions don't get the attention they deserve either. So as a 4x game it is doing its job. Solid 7 right there. Plus I get to play a battlemage in plate armor that fires lighting bolts, or in this case thunderstorms around the battlefield. Awesome!! Oh that is so cheesy good fun I love it. And it is every bi
Is it such a problem to have different qeues for troops, buildings, and researches per city, as is generally more common? If a building exists, say, that produces archers, that does not stop foot soldiers from being trained in a different building that produces them. But here it does, which is a problem that can be somewhat overcome by city spam. The existing system of one action per city is bad for pacing and makes the start of games dull affairs, waiting turn after turn while cities grow and
Actually, I do think it is fair for the developer to include and "charge" for features (I mean, Fallen Enchantress is an unusual case) that the player might not be able to use. This might include graphical settings that ones machine is incapable of running, or a secret level or boss that the player might not hav the ability or patience to get to, or the ability to play an enhanced game if they have 64-bit capabilities. It is fair because, if they had these capabilities they would be able
Some good choices made here. I agree it is better to go overboard with damage and resistances and uberness of abilities, and then *slowly* reel it in with balance patches--rather than to go underboard and try to enhance it later. Persona 3 has probably the hardest system of counters I think I've ever seen in a game, but the turn-based combat still stayed engaging throughout a lengthy game, and while not very difficult once you understood the system, it was fun overall.
I get this on the startup screen: "Login failed. You may have missing or stale registry data. Try running Fallen Enchantress with the command line parameters /username "my username"/password "my password." (replacing username and password with your user name and password.)"... [e digicons]:|[/e] Wait... problem solved as I type this post. I accidentally hit escape on the startup screen, instead of cntl-escape to return to desktop, and the game booted
Same factions and sovereigns, same world, same victory objectives (is the master quest the same?), pretty close to the same monsters, same turn-based structure, same city building, same researches--my first impression of playing FE beta was that it is the same as WoM with a better UI. Most of this walkthrough holds as true for WoM as it does for FE. What difference there is, is in the details. So be careful when you go emphasizing that these are different games, as opposed to an improved versi
Still the same weird camera rotation controls as in WoM, where if you click-and-hold on the bottom half of the screen to rotate the camera, it goes in one direction, then if you click-and-hold on the top half of the screen, it inverts it, rotating in the opposite direction. I can't see the sense of that, but if there is sense to it, that's fine, but can we have the option to have more normal camera controls, with x and y axis inversion to our liking? Remapping the
Yeah I agree the AI should always be the best AI you can make, at all difficultly levels, even on easy. Adjust difficulty by adjusting economy, mana, damage, hit points, etc. "Normal" should be maximum AI with no bonuses or penalties on either side. Besides, I think it would be easier to develop if there is only one AI that needs to be coded.
The tutorial is nice, and runs smoothly, but is extremely incomplete. There is nothing about things like building and outfitting troops, managing the economy, and mana managment. League of Legends and the original Dawn of War are two good examples of tutorials for a fairly complex game, and both games were/are pretty successful so I cite these. Both would walk you through an ENTIRE game, on a very small map against very easy opponents. While Dawn of War woul
The new site looks really nice. Alluring, without being revealing. On the subject of new site designs, I wanted to make a request. I know is probably isn't going to happen, but I wanted to put it out there. Could you make a site that is more smart phone friendly--maybe with a mobile edition? See, for those of us who don't work in the gaming industry or in IT, spending much time on gaming sites can be problematic. It is not like pornography, b
Admit it, you guys are really playing Skyrim. [e digicons]:digichet:[/e] Well, I think most of us will be occupied for a little while so take what time is needed to make Fallen Enchantress better. Having specific quest lines based on talent choices doesn't sound like a bad idea. They'd be optional right? And it might encourage us to play around with different talents and different talent combos to see the different quests. Also i
I don't think maps necessarily have to have balance in single player. Maybe. But if you end up on an island you build ships and explore. If you are in an area with low resources, you go for a tech that doesn't require high resources. Use what you got. Adapt gameplay to the circumstances. I think that would be interesting. Choose non-random maps if don't want to risk the possibility of bad maps. I don't recall an Elementarra map w
I think portraits are fine. This game is intended to be moded with additional sovereigns and it would clash that some have 2d artwork and others use portraits from the 3d models.
I'm glad that when rock spiders go stalking, their prey is camouflaged against the backdrop of the wastelands with a horrifying efficiency. All kidding aside, I like this development. A little bit of fiction goes a long way, and if the author reads a little like Lovecraft, that's even better. The writting here matches well the style of the Elemental timeline we got some time ago. I rather like Elemental's theme of fantasy overlaid on top of a sci fi setting, kind of like Dying Earth, and
I just finished playing Tactics Ogre on my PSP, just a couple of days ago. Maybe most games don't have good tactical AI, but Tactics Ogre is one that is reasonably okay, or at least has withstood the test of time as being enjoyed by many and still played today which isn't bad for a game that first came out in 1995 (kind of like Master of Magic now that I think about it). Final Fantasy Tactics isn't too shabby either and gets a little 3D action, kind of. Not that
"Brewery - Reduces Unrest and reduces Production." Are you sure you don't have that backwards? I like the sound of everything I read. It almost sounds like there is a subtle Tea Party message in here somewhere. One of the things I wanted in WoM was a kind of "Sim Fantasy Kingdom," where warfare could almost be an afterthought if you were building up your civilization well, kind of like what happens in the endgame of Sins of a Solar Empire.
Probably many of us remember the Homeworld cutscenes which were just plain awesome in every way, in black and white no less. I always though we should see more of that in games, particularly ones on a budget. Good art is timeless.
Why not max out units per square from the start? Say 1 per square for champions, drakes, catapults, and demons, 4 per square for larger units such as ogres, wolves, and giant spiders, and 9 for humanoid units--from the start without any research. Putting more units on the battlefield in this way leads to bigger, cooler, more "epic" battles starting earlier in the game, that can get more epic still as squads gear up. 4 per square I always found the sweet spot for me in
Unit starts at 2nd level = Experienced. Already suggested but I agree with it. A magical breastplate with increased defense = Conquistador Green Dragon = Forest Drake Red Dragon = Fire Drake Giant Black Widow Spider = Midnight Fang (MF for short, but they better be badass).
His feet need to kick up a little bit when he hits the ground. I mean both of them. Nevermind... [e digicons]:-"[/e]
I think this nicely summarizes it all. [e digicons]k1[/e] ! I would have added in a paragraph about spell improvements but hey. Also I think the path of least resistance for improving minor factions is to make them major factions. Obviously this is all going to take awhile to implement, if it ever happens, which at the rate things are going I'm wondering it it might not. Looking forward to giving the game another go after a lot of this has been put