Although you have a good point, I doubt that a few half finished mods would have improved the modding community. But who knows, maybe someone could use some of it. So if I ever loose interest in any of my (as of yet unstarted) mods, I'll think about releasing them as is, ok? [e digicons];)[/e]
Satrhan
Shameless bump. Still think this system would be a big step towards more interesting city building and empire management. I know this is a long shot, but any dev care to comment on why this division was abandoned? I think it was pretty well received when it was announced five months ago, and it seems like it was implemented in a previous build, so what changed your mind? I don't mean to sound entitled, I'm just curious what you found was wrong with it..
Thanks for that bit of info Heavenfall. It's a bit sad if the AI chooses at random, but having these classes by them selves could be usefull. I'm thinking about doing a mod that would rely on pre-designed units, so it's good to see the AI would at least build them.
[quote who="Morkleb" reply="15" id="3073142"]I think OP put alot of time and thought into his post. [/quote] He's not the only one. OrleanKnight, from your post history I can see that you have been around these forums for quite a while. So you should be aware that a large part of the more active people around here have been brainstorming and posting suggestions since way before the first beta even started. They continued way after WoM was released. It didn't make mu
Researching technology or unlocking through buildings can both work in a game like this. Some kind of hybrid would be great I think, as they can balance each other. Researching allows for improvement in performance of units, equipment, and buildings, without necessarily requiring changes in infrastructure. But it also allows for some weird things like being able to train fully armor clad knights in a newly build settlement. Unlocking through buildings doesn't have this, and it&
[quote who="Heavenfall" reply="9" id="3070609"]As a general guideline, for melee champions, I would like to see them balance approximately to a normal unit trained from a city. In the beginning of the game, that's 3 club-wielding peasants. At the end-game, it's 9 heavily armoured knights.[/quote] That sounds all right to me, as long as there are more than 2 options for hero development; melee champion and archmage (or 4 if you really want to stretch it, with ranged warrior and
I don't expect significant changes either. Judging from some of Frogboy's and Derek's comments, FE is in the "it just needs some balancing and a bit more content. And maybe some UI improvements." stage. I think it's far from that point, but we'll see I guess...
I like some randomness in the traits, but you should be able to plan ahead a little. Maybe a little of both could do the trick? Say 3 options that depend on what path you have chosen for the hero, and two that are random. [quote who="klaxton499" reply="1" id="3067459"] Also, Rare traits should be rare. By level 10 more champions have at least 3 "rare" traits.[/quote] That's fine by me, 3 out of 10 being rare means 7 being generic. I don't see
[quote who="krejci" reply="56" id="3067216"] Vouching for weirdness of tile placement. The only mechanic behind that is snaking the cities... The tile limit seems to be sort of artificial. To me the more natural way how to balance stuff is to adjust the costs. So you can build everything, but it will tak long and you wont be able to train units in between. Btw. having one common queue for both buildings and units is yay![/quote] I'm not a fan of tile limits either, but I'
[quote who="Frogboy" reply="36" id="3066860"] Certainly feel free to discuss what you don't like about it. [/quote] Alright then. First off, I agree with you on improvement placement. It just leads to a lot of weirdness, snaking being the worst offender. Personally I would like to see one-tile cities or one-tile-per-level cities with building handled in the city management screen. But that being a bit of a long shot, I'd settle for some hard limits on how many
I just don't understand how the city building part of the game is supposed to be fun. It wasn't fun in WoM, and hasn't changed significantly in FE. The other parts of FE I like, or believe they will be fixed. Combat has a good basis, it just needs to be tweaked to make it more engaging, a bit more visceral. Magic seems about right, just needs a lot of balancing. The world is quite good, just needs more content and balancing. But city building (and next level of that, empir
Balance schmalance. What use is discussing balance if significant parts of the game need an overhaul, and we have no clue if they will get it? I'll wait and see what you come up with then. Who knows, I might be pleasantly surprised. But I'm not holding my breath, sorry.
I know you said you wouldn't comment on what you will be adding, but what about things that need a lot of tweaking and changes? To me, the city building part needs a lot of work. Are any significant changes going to be made to this part of the game?
That's a good point, I hadn't really thought about that. Unit path might be in the future, but beyond that it's quite lacking in controls. The empire tree isn't very usefull for units, it's ok for cities maybe.
I think there should be some traits that allow trained units to cast a specific spell, or have a spell effect on them all the time. These traits should require a certain building to be present in the city they are trained in. So a Temple of Light could allow for units that can cast heal one per turn. Place that Temple in a city focused on training armor clad warriors -> Paladins ftw!
Some of those tiles look pretty amazing seanw3! They're a little grey and a bit to cluttered when placed together for my taste, but other than that, nice! I love the attention to detail. I was going for something similar in WoM mod, untill I realised that game was never going to be fun for me. Check it out; https://forums.elementalgame.com/403574
[quote who="bentheman939" reply="17" id="3064892"] I don't think resource capture was the design goal behind the current city building mechanics. I think it was a misguided way of 'personalizing' your cities to make up for the lack of building differentiation. [/quote] It was also Frogboy's (iirc) conviction that not having to leave the main screen for city management would make it more fun. Going to a city management screen would just take you out of t
[quote who="Mtrixis" reply="39" id="3064812"] Plus the weirdness of the instantly transported resources from half the world away.[/quote] Yes, we've been asking for local resources since way before the first WoM beta. Food and materials (production) are local now, that's as far as it will go I think. For other resources to become local, they will have to be able to be transported. That would require a massive reworking of the caravan system (not that it doesn't need i
[quote who="Mtrixis" reply="17" id="3064564"]Making heroes unattackable feels really gamey, but beyond that, it doesn't solve the problem of the random distribution and inability to create more heroes once the ones on the map are recruited or killed. Given that heroes are likely to remain a significant part of the game, being limited to a handful of heroes due to luck of the draw would be pretty crappy, which is why I think they need to add some method of recruiting heroes.[/qu
[quote who="DsRaider" reply="20" id="3063676"] That said the US will never get it's manufacturing industry back, that ship has sailed. If not China some other country will do it. The huge drop in labor from globalization has hidden other trends, even in China workers are starting to be replaced by cheaper robots! What chance do workers in America have? [/quote] Well, you could explore this trend of replacing workers by robots. Every branch of industry that has made people red
[quote who="Murteas" reply="86" id="3062095"] Quoting RavenX, reply 77 Quoting GW Swicord, reply 73Quoting RavenX, reply 70LoL...Well thanks .... newbie he says....sheesh. Dude, it's a matter of perspective. Some of us around Stardockia were hot for NotMoM back when there was some hope that whoever bought the name rights from Microprose would cut a clean deal for a sequel. My memory isn't that good for dates, but I think that phase was maybe a year or more before
[quote who="Thormodr" reply="17" id="3062607"] Keep in mind what Frogboy said: Content DO NOT judge the final game based on the content of the beta. New spells, monsters, goodie huts and quests get added in every day. However: We absolutely want to reduce the number of city improvements in the game. Fewer, more interesting city improvements is the goal so feel free to suggest how we can consolidate what we have to improve on city differentiation.<br
Yes, but the way I understood it is that it can only be done through a core mod, which would severely reduce their utility and compatibility with other mods. Or were you only talking about terrain types? About the raiding parties, I haven't seen it yet but maybe I should play the game more (and not clear every lair asap)
I agree with the OP for the most part. I'm glad random spawning is gone, but the monster lairs are too static. Do they even grow over time? I haven't noticed this. Like jpmcconnell says, the world is civilized too quickly. Part of this is because heroes level too fast, and because lairs aren't enough of a challenge. What I would like to see is monster lairs becoming more like mini-wildlands,so even in midgame there are some area's that are just too dangerous to wander