Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

I doubt we can just ask for that, those are immense requests that probably take around a hundred manhours to make - to model, bind, skin, animate and texture. We will have to use what is in-game already, and try to come up with interesting ways to show them. I also have some 3d knowledge for simple editing, which I used to create the unique units for expandedfactions in E:wom. Actually, we should probably start in that end. See what we can actually display in terms of 3d. Then try to

58 Replies 40,752 Views

I'd like to integrate the summons into the existing spellbooks. I think beyond that, each spell will need to be considered on its own, I mean how to gain access to it. Some might require shards to cast. Some might require special world wonders (ivory towers or world resources). Some might require additional traits. Techs. Some might have crazy casting penalties, or very long cooldown. It is, imho, as important to make the spell interesting as the actual summon. For example, summon

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[quote]2. Casting time works in one direction taking extra turns to cast, but I don't know if I can get multiple castings in one turn. I would loev to be able to have a series of missile spells of various damage types where the caster can pop off more than one at a group of targets.[/quote] I believe you can get at least two castings off on one move, if your spell also boosts initiative on caster by 1. This seems to move the caster first in the action queue. See spell haste and ho

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By the way, when talking about Apple and Foxconn, it is always important to move the discussion above just pointing fingers at apple. Foxconn's other major customers: http://en.wikipedia.org/wiki/Foxconn#Major_customers You might recognize a few: Acer Inc. (Taiwan) Amazon.com (United States) Apple Inc. (United States)

94 Replies 161,279 Views

It still seems to me like it boils down to cheap labour, just the right kind. I mean, how many Americans would want that job, for that salary, working under those conditions, and had the skills necessary for it? Too few, obviously. [quote]One thing that I found interesting was the number of people who place the blame on Apple for making these choices even as Americans outsource every day when they purchase products that say clearly “Made in China”.[/quote] Yup, pre

94 Replies 161,279 Views

[quote who="Satrhan" reply="2" id="3063026"]Most of this sounds good, but not being able to add wildlands is a big bummer.[/quote] I said I think we can, you must have misread. [quote who="Satrhan" reply="2" id="3063026"]Do you know if it's possible to change the behaviour of monster lairs? So they could grow over time for instance, or send out raiding parties?[/quote] Yes, I believe this is possible. I had a thought where a bandit camp would start out small, send

58 Replies 40,752 Views

As long as they're contextual, it's not pidgeon holing. Of course when every unit is the same, you can't have a special trait for a faction that does +1str more than the same trait for other factions. But, if it's +1str with shields against mounted units for one faction, +1str with archers against spear units in another... that's diversity. It's crudely explained, but there it is.

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[quote who="Renevent" reply="10" id="3062991"] Anyways the purpose is not really to "judge" the game, but instead bring notice to what appears to be an old issue, and the importance to fixing these issues and fixing them fast. They need to see the frustration of the people effected IMO, considering what happened in the past.[/quote] Yes, absolutely. And in no way do I want to marginalize those who are having problems. As I said, I myself do NOT play games that c

41 Replies 21,043 Views

@Mtrixis, this is a great post, everything you say I agree with (what I'm saying is I feel the same way when I play). Except the part about shared xp because I didn't understand what you mean.

22 Replies 20,906 Views

Barely applies? It's a new game with massive modifications on the engine from previous versions. It's JUST gone into open beta with the express intent of finding crashes and bugs and testing balance. So it absolutely applies, and some people will have a terrible beta experience due to these things. Besides, passing any judgement on the game as a final product at this point is pointless. Judgement = release. Up until that, we're providing feedback.

41 Replies 21,043 Views

[quote] I know what some of you would say and that's "hey it's beta!" Well yeah it is, but at this point it feels like all the same issues, maybe it's not, but I'm worried these issues are just inherent with the engine (on certain PC's) and release will be no better and the majority of these major issues won't be fixed. Maybe I'm totally wrong, maybe it's a whole new engine and I just have no idea as I haven't been keeping completely up to date w

41 Replies 21,043 Views

Another thing I've been thinking about is completely replacing the ability to use spells to buff trained units, strategically, with these traits. Although I'm not sure it would work or be fun. Strategic spell buffs would be for cities or champions.

11 Replies 7,117 Views

Also, I wouldn't mind if building costs were explored again. Not for every building, but for some. Why not a one-off cost of 20 gildar for setting up a blacksmith? [quote who="Mtrixis" reply="7" id="3062937"]I'd rather not see that happen because I find the current buildings entirely boring, and adding maintenence would be adding forced decisions, but not especially exciting ones. It's sort of like... would you rather be spoiled for choice with too many awesome

64 Replies 161,411 Views

[quote who="Mtrixis" reply="3" id="3062611"] So, current issues: The entire building placement system is useless and needs to be scrapped or totally revamped. Currently, buildings don't involve any meaningful choices. With a handful of exceptions, you build everything in every city, and there's not even a way to automate what is essentially a mindless process. Basic production boosters -> growth boosters -> remaining production boosters -> foo

64 Replies 161,411 Views

I would also like to see at least 4 traits unique to each faction, based on their particular background and preferences. But that's the "unique unit?" discussion all over again. The key point is unique traits are important or the factions play the same to the user.

11 Replies 7,117 Views

Hello, I am greatly enjoying the newly released FE beta. The current tactical mechanics with a new running initiative system, unit designs with traits, and 3-6 types of damage like piercing vs piercing armor has greatly enhanced my tactical experience from E:wom. In addition, the added depth of champions and much more accessible, powerful magic, and monsters with various attributes and traits is also a MASSIVE step forward. In particular champions will need to be carefully bal

11 Replies 7,117 Views

I've been looking into the xml a lot, and I've noted some key areas that I believe are possible to mod for a positive or expanded view of the game. Note, these are the things that are new to FE. There are many things that were possible in E:wom that still are in FE, but I won't mention them. - The champion upgrade system is extremely sound, and practically limitless as long as we can keep things unique and interesting. The good thing about traits is that they can have p

58 Replies 40,752 Views

I'm not someone official. Those who pre-ordered E:wom in 2010 were in the first wave of people in the beta. The second wave is supposed to be one week later, for those who bought it in 2010. After that, they will be adding others as they go. Check when you bought E:wom. If it was before its release date, the 24th of August 2010, I'd send [email protected] an e-mail.

13 Replies 18,665 Views