If FE was given 1 month that was devoted entirely to polishing the presentation/UI and the AI, I'd probably give FE a 75 after that month.
TheProgress
Yeah, I'm using XP. WOooOoo!! I'm waiting to upgrade until I can build a new comp. Until then, it's top-of-the-line 5 year old hardware [e digicons]}:)[/e]
Oh, and can you guys please fix the cursors? Getting kind of silly that swords and such are still carrying on through to other menus.
Running in place looks completely absurd to me.
[quote who="Winnihym" reply="88" id="3098862"] Releasing something that even has a 1% crash rate will likely cause a PR nightmare.[/quote] I agree with your first statement, but are you serious? There is not going to be any "PR nightmare" from a crash rate of 1%.
Wub Wub
Quite disappointing to see spells tied for last as they could still use a good deal of fleshing out. Oh well, I guess that's what the 2nd stand alone expansion is for, right?
I'd like to vote for performance, but given how I'm still running XP Pro and a dual core CPU @ 3 ghz, I know that building a new comp should greatly improve the performance. So with that, faction differentiation definitely gets my vote, followed swiftly by AI (strategic and tactical) and finally tactical battles.
Things to make factions more unique: Unique spells restricted to certain factions. Special, other species (ie, species other than the faction) units that provide something unique. There is no point in giving a faction a unique unit that just appears unique - it must provide some unique ability or mechanic. Meaningful bonuses: for example, trogs could ignore 50% of blunt damage. Unique game mechanics. One faction has no use for gold, another faction
[quote who="DarkGaldred" reply="10" id="3096514"] Quoting jamie slaughter, reply 9 How about just pulling a CIV and have worker units to build roads and construct the all of the various improvements? Please, no! That is just tedious micromanagement that should not have its place there. It already bores me to death in civ, I'd rather not have the same to do there. [/quote] I agree. This also true for players that want to partake in guerrilla warfare: becau
I know you said this somewhere before Brad, but at what difficulty level is the full AI enabled? Perhaps providing some simple settings for tweaking bonuses / intelligence for AI players would be nice.
[quote who="Lord Reliant" reply="1" id="3095399"]Can you expand on your first point? Is this an animation issue primarily?[/quote] It could be called an animation issue, in the sense that units are put into motion (ie, animated) by the game in order to move them between their current point and their destination. But no, I'm not talking about actual animations that artists are responsible for. This issue is, when a unit is moved, they are immediately given a movement velocity and m
I finally gave 0.86 a try and am at this point cautiously optimistic that the game will be a great success. There are however a number of issues I'd like to bring to the attention of the developers; I'm sure many of these issues are already well known, but in the off-chance that they aren't I'm writing them here in hopes of making FE as good as possible! Units on the tactical map, and the strategic map too, need a sense of weight. Right now, they are instantaneo
I cast tremor on an enemy army, causing them to be stuck for 2 turns. Two turns after casting the spell, I attack the enemy army with one of my own. Just before the tactical battle pops up, I see the enemy army oddly move on the strategic map, even though I just initiated combat. I defeated the enemy army on the tactical map. After viewing the results of the battle, I'm informed that an improvement (scenic) was destroyed. This improvement was adjacent to the tile that the enemy army magic
Hey Brad, if you guys are going to attach tactical bonuses to the terrain, please make it obvious what each terrain tile is at a glance. In terms of height / slope, this means providing a set number of terrain tiles: instead of dynamically generating 100 varying slopes that range from nearly flat to steep, please limit the tiles to flat, gentle slope, steep slope. The reason is, no enjoyment is had from having to hover your cursor over nearly every single tile before you can determine
The best approach isn't to "counter" kiting, but is to make the AI aware of why kiting is a danger. IE: kiting is used to pull 1 or more enemies from a far larger group of enemies, dividing their power. Make the AI aware of the importance of keeping units in a formation and prevent them from allowing isolated groups from wandering.
I think I'll give the next beta my first serious play through on the 29th. Hopefully I won't be stricken with some foul disease!
I've learned two over the past three years: 1. Work at least as hard as your hardest working employee. Just because you have people working for you, doesn't mean you can relax. 2. Learn the difference between true criticism/flaws and negativity/fear.
Because post-secondary schooling doesn't develop one's work ethic at all when compared to flipping burgers... [e digicons]>_>[/e]
Catatonic Caravans Revolting Ruffians Demonic Dermatologists Bloodied Brutes Sleepless Surrogates Wryly Wives Monstrous Mothers Warted Wargs Violent Vandals Lopsided Lumberers Acidic Assassins Ruined Robbers Pickled Pikemen Sour Swordsmen Spindly Spearmen
[quote who="Mmrnmhrm" reply="70" id="3070087"] Quoting TheProgress, reply 69"I'm no artist, but I..." "I know nothing of DirectX, but I..." ...and? The forum is full of game design opinions and I doubt there's a professional game designer amongst them.[/quote] So you'd have no problem letting an artist service your engine and letting a mechanic dictate your interior design? There's a vast difference between giving an opinion and acting.
"I'm no artist, but I..." "I know nothing of DirectX, but I..." [e digicons]X|[/e]
[quote who="dopeydave" reply="68" id="3065702"]Why wouldnt u want this ? [/quote] Are you directing that question towards me? If so, I recommend taking your sarcasm detector in for an inspection. I suspect a wire may be loose.
[quote who="dragoaskani" reply="65" id="3065291"] I already showed everyone how to fix it in this thread. Go back a page, download the version of c++ 2005 you need and then install. Now you can play. [/quote] No! I think I'll pout some more instead. [e digicons]:hrmph:[/e]
I just installed the beta today and skipped ahead and put this new build into the FE directory. I try and run the game and get "This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem." Yay. [e digicons]>_>[/e]