Has anyone created a collection of which tags do what, which ones are needed, which ones are working, etc. for FE Yet? I'd be interested in doing some kind of low-grade editor for to making Quests and Random Events (nothing fancy but it should be nicer than working in notepad), but I'd like to know have an idea of what kind of beast of a system I am tackling. Thanks in advance.
markmenm
They got atleast one module working, then decided to just shove it all over to FE since practically everyone who is registered for DE content is on docket to recieve or has been deemed likely to purchase Fallen Enchantress.. From my understanding anyway.
celebrate success!
[quote who="jshores" reply="25" id="2975985"] . A better idea would have been to design the game within the limitations of the engine rather than modify it to fit in the engine. [/quote] Based on what I have read from Frogboy's previous posts, that's what they tried to do. However, being an engine in the progress of being built, it's capabilities ended up being changing... In f
My guess is that the old tile limit rules must still be in effect for MP. I advise waiting for your cities to level up and seeing if it increases the amount of buildings you can build.
I think he meant some type of persistant quasi-statistical reward; perhaps some sort sort of "point vault" where he could point to and say "I love Elemental THIS much". Or he meant an achievement of some kind. I'm just offering a guess.
We don't need more first person shooters, Thiryn! (let the rage begin....now! [e digicons]}:)[/e] )
It's been heavily suggested that elemental's lore is derived from the same set of short stories as GalCiv's lore, and if I could put money down I'd wager the same.
Figured I'd throw in my name with the least imaginative entry possible...I think?
I hate to be "that jerk", but unless you come up with a *really cool way* to make that system not feel like extra work...it's only going to frustrate. I mean, it's only going to be valuable if I can turn one resource into atleast 2 options, right? (say, iron ore into iron sheets or iron ingots). But then what happens if I want to make that *insert special item here* that requires iron sheets AND crystal powder? now I have to manage two seperate systems to get what I want? Still
sounds like excellent work is being done.
I'd just like to address my opinions on your 4 points part of your post I do think so much more can be done in the magic arena as far as new and better spells, and espionage would be interesting to see (probably in the second expansion pack or something). Both of these issues will probably be addressed by the modding community in some fashion though. As for the other two points, I rather like the human-centric approach to things , although I do appreciate the mod communit
I understand where people are getting hung up on the "epic does/doesn't mean more" thing, since the word epic implies a sense of scale more than a straight increase in numbers. I do, however, feel that any change to battle mechanics center less on "more numbers" and more on making our current units feel more impactful and less like fodder for the slaughter (atleast by turn 400).
@ marlowwe If I had to take a guess (and my psyche won't let me go without making one), I would say those questions will get asked and answered naturally as the AI starts to come "alive" in the post release updates.
[quote who="DD-brandon_varn" reply="1" id="2623371"]Sweet. The End. [/quote] I think we can all echo these sentiments. Good luck on the media tour I guess too.
I'm late to the posting party, but I did join the club a few months ago...maybe?