[quote who="Lord Xia" reply="79" id="3033281"]How are armies working in this game? One of the big flaws in WoM was how unbalanced the game was with single units vs 3, 4, 6. 8, 12 man units. The combat system never seemed to work correctly to balance that with single unit monsters or heroes, or even other multi troop units. I still think that you should patch WoM so that troops weapons and armor are not multiplied by the number of troops, but just their hit points are multiplied. So they might
DsRaider
Apparently they released a second dev diary awhile ago. http://www.dailymotion.com/video/xmjgmz_elemental-war-of-magic-fallen-enchantress-video-dev-diary-2_videogames and an interview by the Escapist. http://www.dailymotion.com/video/xkz4h6_gdc-2011-fallen-enchantress-interview_shortfilms
[quote who="Frogboy" reply="38" id="3030628"]For FE, I've been leaning towards getting rid of MP entirely because of the cost/benefit ratio and because there's no way tactical battles could be made MP friendly without a total rewrite (i.e. they'd have to be message based - it's a coding thing) and I have come to recognize that it's better not to have something at all than to put out something that would be considered by many "half baked".[/quote] This is an odd and
It's really nice that caravans will automatically respawn, although I hope their is a significant penalty for losing a caravan. As for protecting caravans with guards... I don't see how that would work. For one it would take some coding work better spent elsewhere. Secondly, a generic guard unit would be have scaling problems and would probably be useless. I think the game would be diminished anyway if you could simply press a button to hire some automatic
Thanks for sharing.
I think you were going for "A powerful warrior was he" , but ya very cool.
[quote who="Hawawaa" reply="6" id="3026426"]I also support the idea of selling a special version, a "complete" version, with current and future DLC included. The price would be higher than the non-dlc release, but it would still save the consumer money in total (complete version costs less than non-dlc version plus all dlc). The developer should price it from the start according to what they estimate to release in the future as DLC, and if they later on decide to produce more DLC that could u
I'm glad your willing to spend the time to do it right Frogboy. the whole monsters don't attack enemy pioneers thing in WoM was really annoying. A really good game can't have huge holes like that in the AI. I'm not really a programmer but perhaps instead of preprograming a safe route you could take it a turn at at a time. So the pioneer goes out to try and settle and if a monster enters within his safety bubble he retreats to the nearest city or until the monster is ou
[quote who="Vaul_Darkhour" reply="27" id="3020432"]And also is there a requirement that the AI achieve a certain level of ability before FE goes gold? Would this push back release?[/quote] Brad has said in another thread that this is the case.
[quote who="BoogieBac" reply="31" id="3022920"]IIRC the idea is being tossed around that we bring down the # of champions but make then so they don't perma-die (teleported back to nearest city and take a substantal hit in XP...or something).[/quote] Can't say I like this system, I think it would hurt immersion and seem kinda tacked on. You would think that retreating exists for situations exactly like this. If the AI's champions are not getting away then maybe let them che
While a smarter AI that knows it's chances of beating a quest is the best answer, you could always cheat. If the AI loses the battle you could cancel it and re-spawn the army like it never happened, or at least have the champion escape the battle. Players will retreat and cheat anyway by reloading.
[quote who="starkers" reply="75" id="3022667"]I really just wanna bitch about bankers - cos they're greedy bastards - but a 23% carbon tax bill has just passed in parliament, at a time then the Australian economy is about to shrink, and the cost of fuel and electricity, for which we are already taxed to the hilt, will soar to prices the average household can ill-afford. I'm turning off everything that's not in use or necessary, yet my bill is getting bigger and I'm using at le
Allowing players to see how hard a quest is wouldn't be a horrible idea either.
I don't know if rivers are large enough to be navigable but it would be cool if you could. They could function like natural roads, and boost trade. I made a post awhile back on geopolitics and 4X games, and it touched on the topic of navigable rivers. You might want to check it out. It's an interesting read anyway.
[quote who="Xeno"]In order to move any distance you have to first travel half that distance, and since you can always divide that half distance by half again you would have to travel an infinite amount of divisions in order to move at all. Since it would take you forever to do anything that is infinite... motion is logically impossible. [/quote] WTF have I been doing this entire time!!!!! [e digicons]8C[/e] Stupid ancient greeks and their logic.<
Very very cool. Those are some nice looking worlds. One small thing though is the purple seems a little glaring to me.
[quote who="Satrhan" reply="34" id="3021853"]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.[/quote] I considered that idea too, but then if you land on an island how do you get off? lol [quote who="Satrhan" reply="34" id="3021853"]Second, with basic sailin
As has been said before their are ways to make the embarking system less cheesy so units aren't building boats to cross every lake instead of going around. If you require having a harbor on the water then you could say that the boats are just automatically sailing from the harbor to where your units are, and are not being built by the units themselves. That would also require infrastructure and you couldn't just invade other continents with your land army without planning or having a
[quote who="Murteas" reply="81" id="3021546"]If the xml remains the same or at least similiar you should be able to choose a color for the skin of factions. In fact you can do that now with WoM (granted you have to edit the Xml to do it).[/quote] If it's that easy there is no reason it shouldn't be thrown in the faction editor as well then.
You would think it would be easy on the AI anyway. They can just calculate one direct path just like over land, except when they get to the shore they pop in and out of boat mode. It's pretty much the same thing as land travel from the AI point of view I would guess.
[quote who="Lord Xia" reply="14" id="3021539"]Well, I mean its hard for the AI to load up ships with troops and then move them to a different continent. [/quote] Yeah but the Civ portage system I mentioned is where armies can just become transports when they touch water instead of requiring a independent transport. You don't need to load transports, units can transition between land and water automatically. I believe Derek mentioned this system as a possible route in another threa
Wasn't the beta supposed to be around American Thanksgiving?
[quote who="Lord Xia" reply="77" id="3021382"]As for the human factions. the 6 out of 10...are they going to diversify any? Or are we still going to see 6 factions of white people with the random black hero walking around? Don't get me wrong, I like white people just fine, but kind of thinking that maybe making a few of the factions something other than generic european peoples. Although the Kraxin were almost not white, they were a little on the off-white, maybe like pre 9/11 Persian-Ame
They did mention they were planning to switch to a Civ style portage sytem instead of dedicated transports, which would make programming the AI a little easier. Also if you actually think about it it's not that naval AI's are harder to program(why would they be?) it's just that most games cope out of adding in a fully functional AI for navies on top of one for land troops. Civ5 didn't do either... It also depends on what kind of system you use. If you use a
There is also Masters of a Broken World coming out as well. I will be disappointed if we don't get get even a rudimentary way to travel across oceans in FE. That's kinda a big blank spot in the world. See that ocean or sea, no you can't cross it or do anything with it. People in Elemental melt when they touch water so no fishing or navigation or continents. It would be weird if they waited for the third expansion to add it. Not really what I would hope to see in a few year