It's hard to believe that 1.2d is = 1.2e when about half of the changes in "e" is in the "d" version.
Heavenfall
In the 1.2d version on the servers, the unlimited buildings cost 1 citizen and you can build them infinitely, just like before. Must be some mistake somewhere.
I'm cautious that these changes to research time and studies being reduced in strength will result in even larger cities covering up the whole map. At this point I'm wondering why not simply reduce the research time in half, and double the citizen cost for studies. Or maybe even triple it. That will definitely prevent city sprawl from going out of control, and keep lost libraries and champions giving tech research remotely interesting to find. In addition, the limit of the unl
[quote who="Lantros" reply="75" id="2960313"]Sometimes, i don´t understand you guys. I mean, its not possible to judge one part of the game without playing it alltogether. (exploring, citybuilding, recruitment, research etc.) You could always take the description of one part of the game and then complain about it. No problem. What matters is, how all parts work together. Its not possible to say anything about that, because we can not test it. We have to wait and see and hope that Derek
Yeah, damn shame, but you're right. I mean, just look at the requests thread - almost nothing implemented. Look at the in-game addon browser - untouched since release. And Frogboy and more saying over and over how they haven't even looked at the mods available. Don't get me wrong, I understand that they want to polish the core game. But a great game should be both polished and have decent mod support. E:wom was off to a great start with almost everything data-wise
[quote]In general playtesting so far spell damage has been creeping up, as have mana costs. With the thought being that you shouldnt be spamming spells, but when you do whip out a fireball you want it to mean something.[/quote] Yay! Although we really don't know much about the combat system, I like the sound of that. Annoys me to no end in E:wom when every spell in the game is weaker than auto-attacks.
I think we need something to judge the speed by. What does "fast" mean? 1 minute? 2 minutes? Or is 20 minutes fast? It would be compared to some games where tactical and strategic are separated. E:wom combat usually lasts around 30 seconds for me, and I really hope there will be more depth to FE tactical combat than that.
Well, if we can't have sieges I'm hoping the terrain will be more interesting than E:wom still in tactical battles. Upcoming dev journal on combat? [e digicons]:drool:[/e]
I also ran into problems reinstalling some software, when it came to installing the .net distribution that comes bundled with many installation packages everything failed. Restored my computer from backup, and installation worked again.
Any ETA on another beta patch, frogboy?
I think they hinted that FE would in fact only be digitally distributed.
Thanks for making the tactical combat bearable, kenata. Any thoughts on where the mod is heading in 1.3? I have to admit, I'm very hesitant to use it now with simultaneous damage (and offensive abilities not producing a counter-attack).
I used the internet to download images - before there were image formats.
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Frogboy said he hasn't started the AI yet, so that's not even close to done.
[quote who="TorinReborn" reply="4" id="2958915"]What you said was actually similar to what Brad said recently (back 2 weeks or so). He said that he fears FE will replace E:WoM instead of being another game. Maybe at the start they planned to make FE a lot different but decided against it, which kind of goes hand in hand with what he told us much earlier about how they originally planned to much for E:WoM and could not do it all. [/quote] No, what he said was that FE was tur
No, only on city level.
I agree with tanafres. The things that ARE in aren't unique at all, the whole mess simply adds up to almost nothing.
Sieges, hell yes. I wouldn't mind seeing a very clear tie-in with strategical mode. For example, in the shogun games you can starve the enemy city to force them to attack. But if reinforcements come to save them, you'll have to fight both.
Send a PM to Frogboy, he's designing E:wom now. I guess they did it to save memory.
Not for me, I like exploring new software!
Looks like they won't be stopping any time soon: http://www.eurogamer.net/articles/2011-06-28-anonymous-anonymous-lulzsec
What program are you trying to use?
That happens to me in games where I can predict everything that's going to happen, or the surprises lack in variety. For example, I couldn't stay awake for a raid after going to Molten Core for a few months back in WOW. 20 minutes in and I'd start yawning.
Imho, there's no need for a materials city as there are very few bonuses to materials being in the same city. In addition, as it is so important to long-term military production, putting it in the same city would leave the Ai highly vulnerable.