I really like DsRaider's idea. I would limit it a bit more though; First, troops can only enter a sea tile from a settlement with a harbor. This makes ports a lot more important, because they can't just be anywhere and still give you access to sea transport. Second, with basic sailing technology ships can not leave sight of the coast, and their speed should not be much greater regular movement over land. Ocean travel and increased speed can be unlocked through more research. This make
Satrhan
I finally bought Settlers 7 last week, found the gold edition with all the dlc for 10 euros. Just finished the 100 years of peace map in the campaign, and I had a blast! At first I thought I wouldn't like the victory point system, and although occasionally it forces you to act quickly, for the most part it's quite well balanced and allows for several routes to victory. Conquering the map is still an option, but with a few well planned sectors you can get an economic/scientific/religio
[quote who="Kantok" reply="11" id="3018698"] Quoting Cruxador, reply 7 Outposts! What is the function of outposts in FE?They're for placing near resources and things in cases where it's not worth putting a full city. To my knowledge, we don't know anything about specific mechanics yet. I get that. I was hoping to get a little more info out of Brad. Those unknown specifics you mention. [/quote] Me too. I assumed that the two area's
Good to see the AI is learning some new tricks. [quote]The spell book at the bottom right now represents the combined ability of all your units.[/quote] Which spellbook do you mean? I'm a little concerned by the first image though. I get that this is probably a test map, but are towns supposed to be that close together? And are they going to be just as big as in ewom, where you ended up with a largely urbanised map?
[quote who="StevenAus" reply="17" id="3016832"]There needs to be a counter to the Steamroller effect otherwise games become very boring as soon as you get going (more cities conquered, means you can conquer even more cities and even more, etc.). Maybe there needs to be a very defensible home base that takes a long time to conquer usually. [/quote] One sollution to this could be sieges, like in the Total War games. Unless you bring some special siege equipment with you (whic
Ok, those look pretty awesome!
Brad did say that all graphical enhancements where turned off in these screenshots, so we can't tell how close what we see now will be to the finished product. But all this talk about the portraits reminded me about this thread from about a year ago. The TS there did some quick paintovers of two portraits, and was quite adamant that similar results could be had in game (although I know nothing about this subject, so I'll ha
[quote] Diplomacy This is an area that is getting a lot of attention. With each faction playing in very different ways, we needed to make sure those ways were sufficiently apparent to players. That meant having players who were effective with diplomacy and giving diplomacy more teeth. That means more treaties, more opportunity for manipulation, more tools to play the puppet master.[/quote] Does this mean we'll be able to negotiate about things like
Thanks Heavenfall, the absence of crap like that is one of the reasons why I like reading these forums.
Shameless bump, but I forgot to add two things that I really missed in WoM and should be fixed for FE; * Show the route units intend to take on the strategic map (tactical as well?), along with some indication how long it will take to get there. * Add way more sound effects to the strategic map, so I could almost tell by sound alone whether my view is centered on a deserted mountain pass, a haunted forest, a small dessert outpost, or a bustling seaport. There things add a lot to the
Perhaps rivers be allowed to connect diagonally, removing some of those strange bends. It would look better IMO, although this would create some problems as well. [G] [R] [R] [G] Depending on how movement is handled, you could move from on of the grass tiles to the other bypassing the river
1) AI I would like for the AI to play a consistent game and to stay in character. Some examples of what I mean by this: * An AI that has been mainly using mounted units shouldn't all of a sudden switch to building only heavy infantry just because it's enemy has started deploying spearmen. It should look for other ways to deal with them; bring along a fireball casting hero, bring a monster that causes the enemy to break formation and flee so my cavalry can run them down
@Boogie & Toby; Thanks for that information, glad I was wrong about that.. Also; It will be horrible and give you cancer
[quote who="yaromir" reply="60" id="2994389"] Some dev diaries would be nice. [/quote] The dev diary you are responding to is only three days old. The one before that was two weeks ago. I'd like more information as well, but you can't expect daily updates when the beta propably won't start for a month or two. That being said, some daily/weekly screenshots would be nice <img src="http://web.stardock.net/images/smiles/themes/digicons/Tongu
Looks good. Two remarks though: 1) I'm assuming the single build queue for construction and training was done for gameplay/balancing reasons? I rather liked Ewom's separate queues. Once you have more than a few dozen people living in a settlement, there is no reason why construction and training can't be done at the same time (immersion-wise). I just hope it's not because there is so little to build the construction queue would be empty most of the time if kept se
[quote]A player would only be able to attack other units if there is a hero in the stack.[/quote] I wouldn't mind your other suggestions, but this one would be really annoying. You have a hundred guys garrisoned somewhere, but no hero around; enter a few bandits pillaging your countryside, but you can't do anything about it because your guys need a hero to say 'go kill them'. I just don't think that would be any fun at all, just an overtly artificial limitation. No
Good that something is being done with the game. Watching that video and than learning that the game had been cancelled made me almost as sad as watching this video... [video]http://www.youtube.com/watch?v=VnvEFFCjSCw[/video]
Nope, impinc is right..
I made the same suggestion during the wom beta, as did others before and after release. Let's hope this gets done in FE, it would make life (well ok, not life but the game [e digicons]:P[/e] ) so much easier.
[quote who="Frogboy" reply="62" id="2983714"] ... to move Fallen Enchantress from Fall 2011 to Winter 2012 ...[/quote] [e digicons]8C[/e] NOOOOOOOOOOOOoooooooooooo.................!
I don't know why this show is getting so much negative feedback. I'm quite enjoying it. Sure there where some sappy moments, the skateboard scene being one of the worst, but they've been toned down a bit I think. I have to agree that the world doesn't feel very post-apocalyptic, apart from a few shots of some destroyed buildings the world seems fine. [spoiler]The last episode was quite interesting, the implied hierarchy in the aliens might explain why the skitters don&
Although his reasoning seems a bit off (how is the rebirth of a world not about historical forward movement?), AM_Shark does have a point. Maybe it is because we haven't heard a lot of details about it, but to me FE seems to be more about exploration and combat, and less about building a civilization. The removal of dynasties and simplification of city building (I also recall this being said, because city management was too complicated somehow) and population growth are some indications o
Great post Derek. I quite like the direction you are taking magic in for EFE. I agree with some of the posts above though, I want MOAR!!! spells, for starters some early summons. My biggest peeve though, is with the terraforming spells. All the spellbooks lvl1 spells are some decent utility spells, quite appropriate for that level. But what's the first thing a Earth apprentice learns? How to move several hundreds of thousands tons of earth and rock to or from the bottom of the sea
[quote who="Thormodr" reply="98" id="2969779"]There is a fantasy empire building game that will feature dynasties in development. http://www.lookatmygame.com/Games/Fantasy-Dynasty I don't know much about the game to be honest. Looks kind of cool though. [/quote] Thanks for that link. Graphics of the main map aren't much to look at, but the game looks very interesting indeed.
Glad to see you're yanking the specialist system. I like Sethai's ideas on the city building aspect best; give a limited number of new tiles to build on at level up, have buildings generate a certain amount of something per person living in the town, and make some of the more interesting buildings available only on higher levels. This will promote building a few large cities, with a few small towns mainly for resource gathering. Most of the code for this system is or was present in th