Or just a chance to lose items? Or a chance to sustain new negative traits? I recall Derek mentioning a trait that reduced your healing rate to 1 permanently. Those sorts of traits could really spice the death thing up, especially if you provide a spell or a system to remove such death-traits. Could also open up for pre-emptive protection, cast a spell on someone and he can safely die sort of thing.
Heavenfall
Champions are now the main driving force behind magic. You said so yourself in an earlier post - losing a champion now is a MAJOR blow. This is an issue that is now showing its head for the AI. It is not only a problem for quests. The AI will suffer similar blows in tactical combat. Since champions are such major components, they will be the first to die horribly when players attack. Maybe the game needs better ways to protect our champions, period. Granted, I don't
Edit: nvm, bad idea.
Rallypoints was on my wish list for E:wom. Wouldn't it make more sense to gather the army in friendly territory and then move it? Seems very dangerous to leave singular units so close to the enemy city. Even if it's just a few more tiles back, it should at least be outside of sight range for the player. Edit: Edited back, so frogboy's reply makes sense. Lo
It's pretty crazy through-out, but I love the end with the nebraska bit. That's just a full-on gone-to-town batshit-crazy stare.
[quote who="LightofAbraxas" reply="80" id="3021543"]I'm also curious as to whether Python functionality is still an intention. I remember a poll-type post a while back, but haven't heard anything about it since. Anyone heard anything about this?[/quote] They've already confirmed that any scripting is definitely off the table for FE.
Well, if you are aware of it, it shouldn't affect you. And who cares about those that are affected? They can call their versions whatever they want. They could call it Firefox 2012 for all I care.
That last screenshot looks absolutely amazing.
I'm all for making it "difficult", but it shouldn't be "annoying" to do. Difficult implies it's hard to accomplish, for example limits on how many you can transport and so on. Annoying implies it's a fucking pain in the ass to have to click through 20 boats and 20 units 10 times each. It's like the combat orders in Dom3 for units. It's difficult to find a good balance between combinations, but it's just plain annoying to have to click through the menus when
All the naval units would be able to explore, and you could even set up your own naval trade routes. What it avoids is having to load up any transports with land-based units. Other than that, the seas are still open. I just want a system where I can select a land unit and click once to move two or three islands away instead of having to click 40 times and move various transports and so on and so forth. True, the routes would be difficult to place organically (as I said, they'd nev
EVERYTHING IS HORRIBLE
A living world where mounted knights and mammoths and tanks can't build makeshift flotillas out of nothing to travel across a raging sea. Edit: If you want to cross a river, that's fine. You can probably build a very small bridge if necessary, or just wade through it. But you cannot transport armed men across the open sea without real boats. You have no tar. You have no supplies. You have no seamen.
Yes, the sea victory locations are held by naval units capable of warfare. But there are also de facto chokepoints at the landings, which are not defended by the naval units. Sending an army over a route you control, towards a landing the enemy controls, would trigger a tactical battle at the landing.
I hated how troops could just become boats when they touched a beach. I hated it because it just broke the sense of immersion. And I loved it for how great of a solution it was to annoying gameplay elements like loading transports and such. I think the system in shogun2 is one of the best, and I would suggest that with some modifications. My ideal naval set-up is that there are pre-determined troop transport routes across the sea. These can be upgraded to move units faster and
As far as I know, it was in from the start, and I'm certain it was in around a month after release.
That's just not true, you can put AI in custom multiplayer games in E:wom. And you can even set up teams.
Replacing a player with AI is (to me) more about not losing a vital part of a game once somebody decides the game isn't worth their time. Actually it is possible that E:wom had that, I'm not sure. The funny thing about E:wom multiplayer was, you had no way of telling if the people in the game were still there. Given the quality of the netcode and the servers, they often weren't.
Imho multiplayer should be either fully developed, or not included. To go half the way and claim multiplayer functionality makes nobody happy - the multiplayers won't get a good experience and the singleplayers get less development time. Fully functional multiplayer, to me, would mean: - Custom hosting, so we don't have to play off SD servers - Tactical battles - Quests and Events (are they in FE?) - Mods - The ability to replace players with AI, or
Have you ever lifted a bag packed with leaves? Try getting two or three of those dumped on your head in one go. Sure, they look all fluffy and cuddly until they gang up on you. And they DO gang up on you, sooner or later. Believe it.
The ironic thing about the hive mind is that it is very fickle. For example, a while back a woman posted about her experiences of being raped. A lot of people offered advice or their sympathies. Then somebody did some background research and found out that she probably wasn't raped, just seeking attention. A lot of people then scorned her for what she was doing. Then, somebody else went through the background check again and posted convincing arguments of why it couldn't be seen as ev
Of course it's a business move... he wants to restore faith to the Stardock name. That said, obviously Frogboy accepts personal responsibility for E:wom, and I have no doubt that affected his decision. But in the end, no way would we be getting FE for free if it wasn't also a business move.
The expanded factions are supposed to be different. The Drota, the Golems and the Living stone (imho) could be seen as fitting into the world, but the others... no. They're there for the people who wanted more traditional fantasy races in a fantasy game, for people who might have felt that the original races lacked variety (both visual and game mechanics). While I'm sure the variety of mechanics between factions will improve in FE, the expanded factions mod will still be "port
From what I saw of Derek's abilities when he was heading up E:wom shortly after he joined SD, a mod like After the War won't be necessary for FE. However, if we're dealing in hypotheticals... I like both Stormworld and Titan's Call.
And now you're hating on spreadsheets?!.... just kidding [e digicons]:grin:[/e]
Import fee? Do you mean you had to pay to use impulse? I've never had anyone say that before. Or do you mean that your country has restrictions on imports that you have to pay for a physical copy? Hardly Stardock's fault.