[quote who="Heavenfall" reply="22" id="3012917"] Remember how lots of talk worked out for E:wom?[/quote] I'm not saying they should hype it, I just want information about game mechanics. And just because you accidentally hyped a crappy game, does that mean you have to release the next (awesome) one in secret saying it will give you cancer? There is no logic really. Both strategies are equally stupid. Oh well never mind, I'll just grab a [e digicons]:beer:[/e] and
Magog_AoW
[quote quoting="post"] There will be no real marketing effort for Fallen Enchantress in 2011. Basically, the betas are going to have to speak for themselves. [/quote] Then I don't see why you can't give us more info about the game. You blamed some PR or marketing people for it, but since you're not going to market it, who cares?!
[quote who="Supergulo" reply="3" id="3012804"] And now Fallen Enchantress will only give us a random disease, instead of cancer, so we are getting better! [/quote] RDG, Random Disease Generator. Anyway. I like the look of the tiny units in combat. Very MoM'ish. It will be interesting to see what TC is like to play... I hope there's at least some tiny advanta
I'd buy book 2. (It would be cool if it was related to Fallen Enchantress, even if that would mean moving back in time in relation to book 1...) I really like it when games and books mix together. I'm playing Metro 2033 now after reading the book and they are both really cool.
Epic battles ftw. That's what you remember after playing, the wars and battles. Not the increase in production rate by +1 when you constructed some bloody building.
Is it only the single tile you build your city on that matters, or do the surrounding tiles matter as well?
I'd like the tiles with stuff in them to blend with the terrain better. Like the stuff in the tile at the top of the screenshot that extends into the neighboring tiles.The other ones look square and weird when put next to each other...
A new book set in the Fallen Enchantress world would be cool as well. [e digicons]O:)[/e]
[quote quoting="post"] Some have expressed hope that it would be like a card game. I want to express my deep desire that it would be nothing like those card games. I want a WAR game. [/quote] My god yes. I was beginning to think I was the only one...
[quote who="Mtn_Man" reply="84" id="3006320"] Quoting Frogboy, reply 23The objective for Fallen Enchantress's tactical battles is for them to be relatively short but still very intense. Sounds like King's Bounty: The Legend, which has quick but really awesome and fun tactical battles. If you guys can deliver something like that then Fallen Enchantress will rock.[/quote] I would prefer a bit more fleshed out battles actually. The issue I have with KB (and
[quote who="Frogboy" reply="23" id="3005443"] But it didn't really surprise me either given that there was no quick and dirty way to set up battles. I'm a man of iteration. I expect to have thousands of tactical battle fails before I get it right. And if I had to "play the game" to get to a natural tactical battle, there'd be no way to do that. [/quote] Reminds me of when I had to kill Janusk 10^78 times to test new spell fx... But back on topic:</
Ok I'm ready for part 2.
[quote quoting="post"] So for Fallen Enchantress, I asked Charles to set up a cheat key that would create opposing armies and that it would read from an XML file that I could mod to decide what powers those units would have. [/quote] Can you please let us do that in multiplayer? It would be great fun to play quick custom battles online.
lol @ warg
Looks good compared to the fog in WoM. But... I assume the unit is blind and has no field of vision?
[quote who="ElanaAhova" reply="6" id="2997109"] May I suggest that some of the modders out there (who have already made some wonderful changes to EWOM) each coordinate and pick a specific nation to mod. Then coordinate so as to make them all compatable, and learn from one another the quirks of this partictular game engine. maybe mod EWoM so it has nations that are truly destinctive and play in a unique mannesr, etc. Not sure that the AI would b
[quote quoting="post"] Bazaar- +2 Caravans, the city produces +50% more Gildar when nothing is in the build queue. [/quote] Umm... Please tell me you have automated the damn caravans? I hate these things in WoM. "a spider destroyed a caravan going from Ogopugtykjfv to Defjkjtxy" makes me just exit the game without saving.
[quote quoting="post"] This is a seemingly little thing but for those of you who like to create really cool areas with the map editor, now you can save them and they’ll be inserted as part of randomly generated worlds. [/quote] Holy crap, I didn't expect any improvements to the editor. This is awesome. Looking forward to the beta!
Dragons with jet-packs is enough to get my attention. But I dunno... Neither the strategic map or the action gameplay seems very interesting. I hope it will be more strategic than it looks. RPG stuff on the ship is cool though.
Played a few hours last night and so far I like the short build time for improvements. The step from 1 turn to 10 on the larger improvements is a bit steep though. I also liked that I could scout with my sov for the first turns without having monsters razing my town. * I have an idea for caravans. If a caravan is killed (while on an already established trade route), it should be restarted automatically after say... 3 turns? I hate that I have to rebuild caravans and send them down the
[quote who="Vandenburg" reply="6" id="2990149"] Quoting Vallu751, reply 5The screenshots look a lot like Civ 5. I wonder if they're building on the same engine. Nah, don't think so. It has hexes and a graphic style trying to be semi-realistic with strong colours. Same graphic style Civ V uses so it looks very similar. As for the developers: They're Russians, the publisher is Paradox, so I've got high hopes for some wacky
Nice updates Frog. What I would like to see is an overall increase in HP on all units. Just really think about this for a minute or two please. I know you want single champs/sovs to be able to wipe out armies but... out of a strategy gaming perspective I don't see the entertainment in that. Single units could instead have the power to sneak away or dodge incoming groups. Then you would be forced to surround them with groups or send in other single units after them
[quote who="Sir_Linque" reply="25" id="2987553"]Magog, you can notice the influence borders in the minimap in the last UI picture in the journal. [/quote] Oops. [e digicons]:blush:[/e] Now that I look at the screens again there is one minor thing that disturbs me. The various location tiles (inns, mines etc) does not blend in with the new cool landscape. Perhaps you should have them stretch out into the neighboring tiles a bit, so that each resource is a 3x3 tile but onl
Looks great! The world now looks like something you want to explore to see what's around the next corner, and that's half of the game for me. WoM never had that at all. Military strategy on the world map, keeping key locations etc. also makes me excited... Last piece of the puzzle now is tactical combat. About the minimap. I assume the screens are from a new game so there are not any large influence borders yet but... We will be able to see these borders on the minimap right?<
SD should introduce a daily screenshot or something. One month between journals.. it's too long! [e digicons]:'([/e]