[quote who="Satrhan" reply="6" id="2978432"]If I'm right about this then your ideas don't really fit in the game i guess.[/quote] Naturally, I don't expect my tastes in the tech aspect of the game to be everyone else's, but even if it's not the focus, like you said, I don't understand why it wouldn't fit. Just because a game does one thing well, doesn't mean that other things should be simplified just to highlight those aspects when it doesn&#
LightofAbraxas
[quote who="Emperor_Nero" reply="6" id="2978020"]I just want to know what to expect if it does happen.[/quote] I will probably kick an orphan. Beyond that, it's hard to tell.
Nice job on these idea posts. I'm stealing your ideas (where they can be implemented, anyway) for my 'house' mod.
[quote who="AM_Shark" reply="4" id="2977907"]Calendars, Mathematics, world wonders as research options? This is not a historical forward movement game. I'm not shooting down your ideas, just want you to look at the perspective of the game. Its a rebirth of the lost magical world. Looks like you want a civ clone with magic. There is one, its Fall from Heaven II. [/quote] That's a pretty insightful comment. You know what, just dis
I think that it's a little bit early for that, having only seen one tech tree.
Repost from deep in a previous thread, but I wanted to give it some chance of actually being seen by someone on the team. I'm 95% sure that all of these changes can be made through the xml without serious (or any) modification to the game engine. I fully expect this post to be ignored (or at least unacknowledged) by the developers, so my second aim is to drum up support for a small modding team to collaborate on a new research system. Let me know, if interested, and we ca
[quote who="Mistwraithe" reply="50" id="2976948"]When Winnihym said "I know you don't mean what you said in your post, or at least I hope you don't" my feeling is he was referring to this sentence in particular. I'm neck deep in the software industry so I entrely get what you say about the engine and its limitations. But I think a strong case can be made that the fundamental problem with WoM is that it is just a very very thin layer over the engine. And I don't just
[quote who="LightofAbraxas" reply="245" id="2976847"]I like you. So young and optimistic.[/quote] Just to be clear, I meant that in the nicest way possible. I think that it might be useful to make a distinction between the types of things that people are asking for, here. The way that I see it, there are two types of changes that we could see to the magic system pre-release. 1) Tweaking of xml values like damage and duration, along with a few new spells that
[quote who="Souls-Stream" reply="243" id="2976768"]Amen ! I hope they're really listening to the kind of stuff we want to see and that they will come back to us with very good news. I'm such in a hurry to read what they will say in their next news and what they think of our comments and how they will decide to modify the game accordingly. I don't really want news about the game yet, I'm more in a hurry to have a comments from them to know how t
Regardless of the merits of your arguements, the fact is that this can be easily modified on our end. Really, everyone can be happy. I can't help but feel like this has played a big part in the developers not responding to your many posts about the spell. I was completely serious before when I said that I would remove/tweak it for anyone that wants it that way. I like it, myself, but as a high-level high-cost spell. I'd much rather that they focus on things that we won
Jesus Christ, dude. This is like the 50th post you've made about the damn teleport spell. I promise that I will mod it out for you, myself, when the game comes out if you just give it a break.
[quote who="Souls-Stream" reply="58" id="2971177"]For a game that is supposedly based on Magic and that is supposed to make us all powerful when we have enough mana, I don't feel the power of magic when I read the PDF[/quote] I hate to complain, but I have to agree with this. I was a little bit underwhelmed, too, considering that magic was one of the areas that the developers were claiming as a major area of focus. On the bright side, depending on how these new effect
[quote who="Derek Paxton" reply="5" id="2970777"]There are 6 types of shards, air, death, earth, fire, life, water. But there are only 5 types in the world, all but death. The only way death shards appear is when a life shard falls into an empires influence, it is automatically converted to a death shard. If that influence switches back to a kingdom player it switches back to a life shard. The only other way death shards can appear is through quests and Resoln has a spell (corrupti
[quote who="Derek Paxton" reply="3" id="2970772"]Well said.[/quote] I like the new UI? I did have a question, though, since you're around. The pdf mentions life shards changing to death shards when the environment changes... but the descriptions all seem to reference elemental-type shards? What's the deal, yo?
I heard that they decided to turn FE into an FPS and they've been spending all their time coming up with a new marketing campaign for it.
[quote who="Winnihym" reply="9" id="2965850"]There's a credibility gap, and I would think they would want to be filling that gap with more information about the new release, not less. Being obtuse at this point smacks of ego, not trust, communication, and engagement with us, the community. It's frustrating.[/quote] I think that it's PR-related. They know that it's important for public excitement to peak as the game goes on sale. I'd imagine that their hands are tie
Obligatory bi-monthly bump.
Due to the rates at which infectious disease become resistant to antibiotics as well as the shrinking of the world due to easier travel, I'm honestly not that concerned about overpopulation in the long-term.
[quote who="oera" reply="7" id="2958610"]I like this as well. A suggestion for execution: remove the buff from the various town defenses and simply allow a very unbalanced tactical map (with appropriate fortifications). Then let siege weapons destroy said fortifications. If you attach the unbalance buff to the wall, when the wall is destroyed, it removes the buff (also presumably anyone standing on the wall at the time. (though I wonder if this is 
[quote who="jpmcconnell" reply="4" id="2958593"]Don't really care about the karma, but yes. This is pretty essential. The fact that it wasn't included initially was a huge and obvious oversight. How could it be missed when the two games (MofM and AOW) that are the direct spiritual parents of this game had it as a feature? [/quote] I don't care if you care about the karma... You are getting it, sir!
This is also a hugely important factor enjoyment-wise for me, too. IMHO, a fantasy 4x game absolutely has to have siege battles in it. One karma will be given for everyone who posts their support for this petition.
The fact that I think that this thread is the wrong place for this sort of thing aside, I actually kind of agree with Valentine82. I think that he's right in that there are a lot of tweaks and additions that have a very low man-hour cost that would serve to benefit the game and series. I understand that, in all likelihood, most if not all of us will migrate to FE once it's developed, but they could be done prospectively with ease for FE. For example, take the tech
[quote who="unacomn" reply="7" id="2956040"]Forgot about those. But what if it were more than money?[/quote] I'd just be happy if the gold cost scaled with the original building cost, like GC2.
Yeah, this looks great guys. Can't wait to play this game. If FE is as good as it looks to be, I shudder to think of what Game 3 is going to do to my productivity.