[quote who="Xan" reply="136" id="3112917"] Quoting Bellack, reply 135 Quoting Mmrnmhrm, reply 77 As of .86, I would give FE a 55/100. So, no better than WOM you're saying? Or are you using some special review scale known only to you that we're supposed to telepathically relate to? Why give a "score" with nothing to reference to? I give FE two purple rainbows, a blue diamond and a purple horse shoe. WOM&
Nick-Danger
[quote who="LNQ" reply="103" id="3112168"]I wouldn't hesitate to show the current build to the press...[/quote]I'm going to respectfully disagree. I'll qualify it with the caveat that we've only seen 0.86 not the 'preview' version, and am assuming 0.86 is the build you're referring to (going by the rule of reviewing the game in-hand, not the game hoped/hyped/promised). Given that FE will start out with at least 1 strike against it because of Elemental
[quote who="DGB246" reply="83" id="3111890"]@Nick-Danger I don't see FE as a Civ clone (at least not at the moment) - definitely feels more like HoMM to me[/quote]Didn't say FE is a 'civ clone' -- I said Civ4 BtS is my standard of 10.0 for what an AAA title should be, quality-wise. As I said, if you're unfamiliar with the game, peruse the CivFanatics Succession GoTM forum and see how great a game Civ4 BtS is -- how complicated and varied the strategies, an
My rating for the FE current beta release, using Civ4 BtS as the standard '10.0', is 2.0. To those that will say Civ4 BtS is an unfair comparison -- that's ok, opinions are just that, and feel free to substitute your own standard. Civ4 BtS is the product of ~20 years of work and several expansions. FE had Elemental so it's not a new product, plus the 'wheel' doesn't have to be entirely re-invented -- features from Civ and other predecessors such
Thanks to Aiel117 and Steven for the explanation on how to reproduce this!
[quote who="Derek Paxton" reply="5" id="3092407"] Ahh, that makes more sense, this is from modding the xml. Please be careful about reporting mod bugs in this forum, or at least please report that you have edited the files manually in the initial post to save me the time I spend going through the code trying to track it down. This issue is being caused by the blank UnlockActions you have as GameModifiers. Delete the entire gamemodifier to resolve it.
Here's the save from before this unit was created Save 4-6 First save including the units Save 4-7 You can still build the units in save 4-7, and in the most recent save provided in my previous post. I tried to recreate this 'feature' using the first save (from save 4-6), no luck (by editing both the standard pioneer and the 'set
I stumped Derek? Cool. (you're working late on a Sunday!) Here's the save that screenshot is from (scroll a bit to the left for the unit, there's a second unit in the game somewhere). I think this is the unit XML file I tried to reproduce it in this game and in another game (that I had resea
Are units supposed to be able to build roads anywhere? I seem to recall roads only being constructed between cities/outposts by researching trading and a second tech. In the current 0.86 build I created a 'settler' that can't settle or build outposts but can 'build' roads anywhere. See pic [IMG]http://i.imgur.com/DhSyI.png[/IMG] Note the roads above and below the unit, they were created by the unit, and aren't between cities/outposts
[quote who="stevty2889" reply="6" id="3073753"] Quoting BeardyDan, reply 4I THINK this occurs if you have the node selected when casting the spell. Not 100% sure but current game 0 probs making sure nothing is selected. Tried this on a differant shard (an air shard), made sure I did not have it selected. Cast the corrupt on it..another useless death shard that I can't build, but in this case, the original air shard is in fact gone, and only the
For those that haven't seen it, on reddit there's a thread I'm A Quadriplegic Gamer And Need Your Help. I Have 30 Days Till PAX East Where I Will Present The Custom Button Remapping Petition To Every Developer (PC & Console) Sign & Share For Great Justice! He has a <a href="http://www.youtube.com/watch?v=7o4C
[quote who="Ozzy38" reply="21" id="2855358"]Yeah, ZA was very decent. I'd give the free one another go, as long as it doesn't go ape-shit again. However, like the other guy said, it can feel like it's doing diddly about attacks. I'm sure I've been infected with ZA, and I'm not a link-clicking fool. So that's off-putting... [/quote]Maybe I'm misunderstanding, or have been misunderstood. I assumed the OP was asking about firewalls only, not the bundled firewall+AV and/or internet pro
I still use the free version of Zone Alarm. I want an outbound firewall, not just inbound. You'd be amazed at how many programs try to initiate outbound connections, if you haven't used a firewall that monitors them. Most outbound attempts are innocuous, but some are reporting information that I don't consider necessary for the program to collect/send. Windows firewall can be set to do this, but it takes some fiddling and ZA is much simpler (basically every outbound
Early research priorities can vary depending upon playstyle, but some things are pretty useful regardless of your goals for a game, so it's often useful to start off with (not necessarily in this order...): -civic's harvesting (for basic resources like mining, etc.) -warfare's equipment (to get the over-powered oak spear, and padded armor) -diplomacy's trading (gives caravans, which you don't need until you get a second city, but you should get a second city fairly ear
Perhaps we're talking a bit apples&oranges. Right now, for 'materials' (brick, wood, stone, mortar, hides, cloth, etc.) all we have to do is make workshops (setting aside special resources). Doesn't matter if we're in the middle of a desert, thick woods, rolling hills, or whatever -- it's all disassociated from the city terrain. Same with food (for the garden we can eventually build). All that differentiates one city from the next is special resources. I
[quote who="Ratatosk7" reply="37" id="2852950"]I agree with Heavenfall on this. Also I don't think kingdoms/empires are very red tape heavy. As king/queen you wield absolute power and when you tell them to do something and it gets done. Also you can light people on fire, that tends to cut down on any bureaucracy getting in your way.[/quote]Realistically, do you think controlling 100 cities would be as easy as 1, even for someone who can light people on fire (literally!)? Fun should be
I think the OP makes good points. Pacing could use some tweaking, though I generally prefer soft caps to hard (so would prefer some other method than using level caps on cities, for example).
[quote who="Heavenfall" reply="34" id="2852906"]Both those examples are extremely arbitrary.[/quote]Increasing costs for increasing empire size is 'arbitrary'? How so? Realistically, it is how things are -- administering/coordinating/etc. large number of cities is more complex/costly. Not including this is what's arbitrary. The second part -- a tech to reduce said increasing costs -- is also realistic, as some forms of government are better at administering larger
[quote who="Tempestwrath" reply="12" id="2852252"]...The second is the lore and story itself needs to be communicated in the game better.[/quote]Agreed. The lore -- world destroyed and we rebuild it -- is compelling, but doesn't come thru in the game very well. The game as done in the original beta had more lore to it, but lore elements kept being removed or diluted during beta -- such as the entire world being 'destroyed' and needing essence to be revitalized (by placing a city
My Sov often marries the female hero assassin and his female children inherit the assassin title and get the doubled-damage for their first attack in a tactical battle. @cbarchuk -- my guess is that by 'once per season' he means a player turn. My experience is that my assassin heroes and children get the doubled-damage attack for their first attack (not counter-attack, counter-attacking before they can initiate an attack does not trigger the doubled-damage attack) each t
[quote who="Heavenfall" reply="29" id="2852591"]City spamming would absolutely get WORSE, not better, with a system like what Op talks about. Then you'd need another arbitrary mechanic to prevent city-spam - like Civ5 had - that makes no sense and isn't fun to play with.[/quote]Increasing costs for increasing empire size (like Civ4 has -- using CivV as an example... *shudder*) is not arbitrary, plus it's realistic (this sort of realism isn't a bad thing it a fantasy strategy game, it's a good
Elemental being disappointing is in a way a compliment, as the nature of the game (heir to MoM) and the company (SD) and the paucity of similar fantasy strategy games raised expectations quite high. High expectations are a double-edged sword. Frog's accepting responsibility and honesty regarding all this aren't disappointing, however, and make up for a lot. I don't see anything similar from Firaxis and/or Take2 regarding CivV's disappointing condition, which hurts them a l
[quote who="Ratatosk7" reply="9" id="2852555"]Int is a very useful stat for Champions if you want someone that can cause a lot of damage with Arcane arrow. I usually make a wizard champion for kicks while playing. Though I still give him platemail a sword of wrath in case he is attacked by spiders of course [/quote]That reminds me of a related but different issue -- there's no str requirement to wield the larger/heavier weapons. As there is (or should be) and int requirement for more po
I've noticed pathing problems. There's the 'enter/exit' city one, where the unit moves into/out of the city proper tile (the one that is created upon city creation, not subsequent buildings) instead of the nearest city tile. That can cause the unit to move off of a road, and not enter the city when had it stayed on the road it would have. I have to micromanage the movement to not lose a movement. Other than that, and having to move around neutral heroes, pathing isn'
[quote who="LujanD" reply="57" id="2852116"]... insinuate that I'm casting aspersions when you can't even name a target...[/quote]You cast aspersions without naming who/what, I asked who/what, you refuse to name your target, and now you're attacking me for not naming who/what you refuse to name? lol [quote]...presume you have a right to be such a pompous know-it-all, etc.[/quote]Stooping to insults -- lol [quote]But, yeah, you're right, I should totally air my ass