Oh yeah... I totally forgot that there was a story mode...
UmbralAngel
I agree with most of the discussion here, and I think that the time to cast the spell should be increased, or more aggression should start once the towers are constructed. (Also it should be really expensive to buy them...) I don't think you should have to have a huge military force in order to defend yourself while casting the spell, and have your whole empire collapse around you until its one final battle at your capital (especially if you are building the towers in par
As an independent developer, this has bothered me for many years. Its especially true with F2P MMOs... most companies are very secretive about how many players they have, how much they are spending, etc. It makes it almost impossible for a new company to plan out a revenue stream or evaluate how much to spend on marketing. I feel like the only reason for secrecy is so that publishers/distributors can screw over people who don't know what to expect or perhaps cut back room deals
I think that its a safe bet with large established companies coming along and fund-raising a new product. It is definitely risky when you are giving money to an idea without either a working prototype or a talented team of people who can bring it to life. Also, in terms of the delays... its video game development. There will ALWAYS be delays.
This will probably be wasted down here in the comments but to any game developers: the best time to release a game in terms of a "dead zone" in coverage is early to mid august. It might have been a fluke, but when I was monitoring the press from june to November in 2011, it seemed like around that time there were very few reviews and lots of preview articles for games next month or fluff articles meant to fill the gap.
Well since I am tired of brad's threads degenerating into a discussion about the THAT topic again... i'll just thank him for his honesty and his desire to highlight a problem in his industry. Not only does he chime in with his experiences and opinion, but also gives us another small but valuable insight into the development structure of his company. I was hoping that the "boy's club" thing was inherited and mostly due to ignorance... I hope that t
It certainly seems like we are on a route towards gender equilibrium in most professions but its slow going. I personally think there is a shortage of women in the programming and design areas (perhaps writing as well?) for video games. Especially when you have a whole team of developers who are the same race, gender, culture, and sexuality... you get a very biased game experience IF the game is designed around story and narrative. Obviously a game like Gal
Most people talk with people they know physically and rarely talk to strangers online. Maybe i have an atypical group of friends/family but I am the only person I know who regularly frequents forums and chatrooms. I am a little surprised that you see this as a major trend.
Well... i guess now Star Wars will never be public domain...
Nobody says your magic user cant choose extra hp/level and wear heavy armor. I think it would be cool if you could find nice wizard robes and a staff of defense early on... but that can be modded.
Melee is more useful early on, magic is more useful later when you are fighting large armies (because of fireball). They nerfed magic a bunch of times so you need path of the mage + evoker + a staff of +25% spell damage as well as a bunch of shards (arcane monoliths helps here). Melee got nerfed too, its really hard to find good gear for your champions now. If you do get good gear though... you can have 1 champion take out a whole army. It does help to have the haste sp
I'm lucky... nobody shares my viewpoints wherever I go... [e digicons]:grin:[/e] Okay thats a bit of an exaggeration but yeah I worry more that people will ignore my comments because of TLDR or because it doesn't fit into their view. I usually spend lots of time typing out thoughtful forum replies and even delete about half of them before posting (self-editing).
Putting mounted units in the front is NOT A good idea. Usually my only mounted units are Mages on Wargs... I don't want them getting hit on turn 1 by wolves and other fast enemies. Well my champions will also have mounts... but still I think you need to have a very intelligent system or let players position them explicitly. Maybe something like Mages / archers always in the back Melee units with low hp/arm
[quote who="Frogboy" reply="30" id="3261539"]The game defaults to Easy. There's two levels below easy. [/quote] Sigh.... haven't you learned anything about player psychology? Never make difficulties below "easy." In fact, the easiest difficulty should be labeled normal!
Change years to months and seasons to weeks and it should be fairly accurate
There was a $10 pre-order discount for people who owned the original... it may have expired now that the game is released.
I think Brad is awesome because of his abnormalities... just saying.
Well I don't have a big audience of devoted followers... but I can definitely make a youtube video "Everything you need to know about FE" that people can link to : D
I haven't noticed this issue at all... but it happens in lots of games, especially older ones. I zoom in and out and click and drag... I guess I got used to it after a few hours. It is nice not to have the secondary monitor disabled as some games do.
Might I suggest you summon a henchman instead of a champion. I think now they can die but otherwise level up and use items. Its worth considering anyways.
could you combine fire resistance, cold vulnerability, and monstrous into one trait?
I really really want this... the game has trained me to zoom out and then zoom in on a different part of the map using mouse wheel... not cool!
I don't think you understand. The AI doesn't "land" next to these resources, rather once they settle their first city these resources appear in addition to whatever was there before.
This bug has been in the game for a while, and it is still in the game. The AI spawns gold mines, twilight bees, lost libraries, quarries and other resources next to their first city. I tested this on challenging but it seems to work on normal and possibly easy as well. I refuse to play the game where the AI always gets an unfair advantage... thats not how I like to play. Please fix this in 1.1 it REALLY pisses me off that there is no difficulty setting where the AI is on the sa
Impulsive is useless, I always have higher initiative than my enemies unless I am fighting a dragon. The current that way initiative is calculated is stupid and broken. My suggestion would be to make it a simple system where every turn you build up energy equal to your initiative. Then turns pass by (instantly) until a unit has 100 energy built up, then that unit gets a turn. It functions almost identically to the current system but gets rid