Thanks for the update. In another thread Frogboy said that essence = beer. So that issue is solved.
xaltotun
I think a third button that says "nuke whoever did this"! would be a good option too.
I don't like the idea of steam. Too much central contral. Having to be connectred just to play. I was very happy with Stardock's previous Impulse system. It distributed but did not try to control. I also like GOG a lot. Their distribution system is also high service, low central control. Bottom line: I have no intention of using steam. Stardock is one of
Flying units can be a problem but it depends on how they are implemented. I certainly respect your thoughts on this but I would still like to see flying units - at least as an option that could be chosen before the start of the game.
The current Beta of EFE has come a long way. In my opinion the unfinished game is already a lot of fun. To be a bit more detailed here are the top 5 things I like about EFE today: 1. The current level up systems for heros, trained soldiers, and cities . This not on
EFE is an excellent game and a lot of fun at this stage. Of course there are improvements that would make the experience even better. I agree with Edwin99's post on suggested further improvements. Having said that the game - even at this beta stage - is very enjoyable. It won't be what everyone who likes every type of game wants but I believe when it is compete it will be a classic of turn based fantasy 4X computer game
I don't think just razing a city should impact the fertility of the land. Historically, to do that you had to raze the city and sew the land with salt to reduce it's fertility. Think Carthage and what the Romans did at the end of the 3rd (?) Punic War. Frogboy I suggest this be changed. Perhaps there should be both an option to raze the
Looks better with outlines.
If a change log would be too long, how about a list of the major changes?
Joasze's ideas and comments are very well done. I would add the following commnents to the10 items that he suggested should be worked on the most: 1. agree as is. 2. In addition to better quests we need more quests. They seem to be a bit too few at the moment and so are mostly important during the early parts of the game. 3. Agree as is. 4. The key reason the ai does not win now. Agree as is. 5. I
One possible way to handle this would be a choice during game set up "starting technology" as low, medium, or high. This is available in a number of 4x games now (one that comes to mind is Space Empires IV) and would allow each individual to start at the point they felt was the most fun. As a matter of fact one of SEIV's strength was its ability to make a lot of that type of choices during game set up.
Per NaytchSG's idea above I like the idea of highly experienced regular troops gaining an ability. This should only be when they reach some very high level of experience. This would very much add to the player's attachment to units as opposed to their just being cannon fodder.
The "Stack of Doom" is a personal choice issue. It only happens if you choose to build and use it. Those who like it should use it those who don't like it should not. The real issue with the stack of doom is the failure of the AI to build its own to counter the player's. That needs to be adjusted. I very much support StevenAus' suggestion above for those of us who enjoy watching units grow during a g
I agree - this is a great idea.
As a smaller request I would like the number of shards of each type owned by a faction to be desplayed during battle when the player looks at their list of usable spells.
Yes, to a new outpost. But you have to build and outpost and the game still chooses the route. I agree it helps but its not the same. It would also be nice to be able to have roads between the outposts.
The current beta FE has come a long way from its roots in WOM and even from the earlier beta versions. As good as it is now there are still features missing that in my opinion would add to its overall fun and replayability value: 1. Engineer units to build roads where ever you need them - for a cost in time and money. For those players who want to build a defensive or offensive road network this
I like the game a lot. I think its on track to be a real classic. There are some issues remainiing but at the rate they are being cleaned up SD will make it before it goes gold.
double post removed.
I explore early and have seen no quests in .86. That's a big negative change from .77.
The game is definitely harder on regular. Overall stability is good. The .86 beta of FE is fun. (I know - we are supposed to be working on bugs and feature requests not having fun). Thanks for a great improvement. I'm beginning to get the "just one more turn" urge with FE.
I have tried to download the .85 beta update a number of times. Each time it gets part way through the downlad and then it stops and I see a dialogue box that says "download timed out". How can I get around this problem so I can update to the most recent beta version? Has anyone else seen this issue?
Then how about a summary of the major changes available just prior to the 0.80 release?
Frogboy, I understand that you do not want to give us a change log now. However, how about next week just before the Beta 2 release? It's very important for us to understand what is different before we start testing.