Ok, it sounds promising :)
trigorin
Has anybody seen the AI going for Maigc Victory? I'm aware of that it can't win through passing Master Quest, but I was hoping it could build up for casting Spell of Making. I see no signs that AI would go for it even if an opponent were in the appropriate situation to do it easily. Especially on Normal difficulty level.
Some findings here. - Sometimes the list in an opened Build or Train window gets empty when switching zoom level between cloth map and world view. Window must be closed and reopened in order to see items again in the list. I have experienced it once at the beginning of a game. - Hotkey 'T' of Train window doesn't work when Build window is opened. - Tip window of yield over a tile does not scale with zoom. I have to zoom close to the ground to
When I open City Details screen while cloth map is shown, the city itself is missing from picture, nothing is there but terrain and routes. Zooming back to strategic view, city appears on the picture again.
That was not clear to me. Great. Thanks.
I have seen duplicated spells in Magnar character screen. Burning Blade and Wither are presented twice. Their description are different a bit, however.
Okay, but what does mean "extra strong"? Relatively to possible attack values?
No, thanks. I'm talking about numbers in character window.
Hi, I would appreciate some explanation. What does mean the red or green background on Defense value? And why are some Attack or Defense values presented in green?
I'm wondering why there isn't Event Log in the game (like one in Galactic Civilizations 2, Civilization V etc.). Last time I got a strange spell on my city (black clouds and black rain for a short time), but no info appeared on what happened to it. I thought an Event Log should contain these kind of info.
Since terrain doesn't matter, unit positioning is partially important, exit spaces are gone, I don't see the importance of hand-made tactical battles. Generating random maps wouldn't be so difficult from now, I guess. So having randomly generated maps which layout depend on surrounding area where battles occur would lessen a bit the repetitive feeling of tactical battles.
Interesting thoughts. However I'm sceptic about this dice roll thing. According to Brad's principle, that a feature which AI can't handle will be cut off, I would say quests can be followed by AI as well. These kind of quests are only sequences of minor goals which can be defined enough to handle it programmatically, I guess.
Just a small question. Does AI design units on the fly for itself or just using pre-made ones and that the player has made before?
[quote who="Mtrixis" reply="1" id="3068885"]There are some armors with specific type defensive bonuses, but its such a fiddly bit of minutiae, I've never once bothered to compare armor to enemy weapon type, or factored in specific defense bonuses on magic armor into my gearing considerations [/quote] There are three different types of attack (blunt, pierce and a third one) and I saw similar defense types, too. So, they exist in name, but do they play different
I have recently tried out FE beta a bit, and I'm very impressed with it. However I have some questions. 1. I noticed different attack and correspondig defense types, similarly to GalCiv II. Does it really matter now? 2. Were tile bonuses removed from tactical battles? I don't see hint about this info while hovering mouse over a tile. 3. Is this quick battle animation the "normal" really? Thanks in advance for your answers.
Hi, I really suggest that you add a movement range display to the game, a system similar to what can be found in Civilization V. Or you may copy the Civilization IV solution, where a line displays the path planned to the tile mouse being currently over, while numbers on it show the required turns to reach certain points of it (former game uses this method, too). Or at least display the movement cost of tiles while hovering the mouse over them.
[quote who="econundrum1" reply="15" id="2791981"] Quoting trigorin, reply 13 A quick question: when do you plan to solve the CTD problem has been experienced since release while entering map editor trying to make a tactical map? Have you reported it in the support forum and provided the error files they need to investigate? [...] [/quote] Yes, I did. On 25 August 2010. See here: <a href="https://forums.elemen
A quick question: when do you plan to solve the CTD problem has been experienced since release while entering map editor trying to make a tactical map?
[quote who="cephalo" reply="134" id="2765524"] [...] Don't forget I'm not Stardock, I do this for fun. [/quote] No, I don't. I was just interested in your thoughts about rivers, and thanks your answer.
A suggestion, sorry if it has already been mentioned. You should introduce a template system, I mean user can save settings with a name (e.g. "Medium islands" or "Large continents"). And you may provide some well tuned pre-made templates with program, too. And a question: how about rivers? Otherwise: your work is very appreciated, congratulation.
Can we get the attack type - damage resistence system which is written in manual and in game Elementopedia about?
The islands and multiple contintents type maps are not supported yet because the AI can't handle ship loading and boarding well, it can't organise invasion.
The game says by all of my saved games that the version is incorrect. However my game is 1.06.19.
Thanks, so it seems to be a bug.
It is too simple now. They seem to have removed the attack and defence types, so now you have to put on your units armors with higher values, a weapon with higher value that's all. I think we may get the promised attack-defense relations when the AI will be capable to calculate with it.