feelotraveller

feelotraveller

Joined Member # 4187462
26 Posts 266 Replies 12,380 Reputation

Good to see another option suggested. [e classic]:)[/e] Frogboy are we to infer from the OP that teleportation per se is not to be addressed? If so perhaps 0-tile cities should be on the table. (With a 9 tile city we will still get 3 tile teleportation... Leads me to suggest that perhaps a 0-tile city would be the best, strictly on this account. Have an icon marking a city in a tile but require units once they are already in that tile to &#

128 Replies 383,773 Views

I voted without. I don't care one way or another for the looks, they are both good, but appreciate any perfomance gain. Even better if we have the option to set it the way we like. [quote who="Murteas" reply="37" id="3118213"]I got a cool plug-in to Gimp that lets me make flags for elemental, and then I took one of the elemental art pictures and took the Ignys out of it. If you are interested in having a copy, send me a pm and I'll send it your

51 Replies 126,257 Views

The visibility in areas around quest locations has always been an intended feature. The other visibilities (as seen in your screenie) do seem bugged to me.

1 Replies 1,367 Views

[quote who="seanw3" reply="9" id="3116507"]Can't change Pioneers. They be hardcoded lad.[/quote] Nonsense. I do it all the time. Open up design screen and choose pioneer then 'edit'. Make your changes, voila! (p.s. The next game you start will have this new unit 'bugged' so that it can't settle but can manually build roads... so you need to edit the base unit in every game you play.)

19 Replies 23,467 Views

[quote who="Kongdej" reply="61" id="3115724"]Quoting feelotraveller, reply 57 I quite like the art but I am not playing the game to look at pretty pictures. But... I am... ^^ Sincerely ~ Kongdej[/quote] I don't blame you, pretty pictures are so hard to find these days. Good games, on the other hand, are a dime a dozen. [e digicons]XD[/e]

78 Replies 46,464 Views

[quote who="Satrhan" reply="53" id="3115368"]I agree with you here, I just think it is strange to say 'well, apparently resources can be teleported, so it's fine if my troops can too'. [/quote] Actually we agree more than you think. Neither resources nor troops should be teleported automatically (as opposed to by spell). Unfortunately 'single tile' cities* will not stop units teleporting. We still need an ind

78 Replies 46,464 Views

[quote who="Malsqueek" reply="41" id="3115263"]Good riddance cheater movement exploit through strung out cities. [/quote] I think you mistake what is going on here. Single tile cities do not address the movement issue. Units will still be teleporting at least one tile, and possibly two (depending on direction) once the city is level 2 or above, and maybe 4 tiles depending on how the rest of the level up subtiles are placeable. Sure it is better than

78 Replies 46,464 Views

1) Sounds like a challenge for Frogboy to create an AI which effectively creates/exploits chokepoints. Not my speciality but I can't see why this is particularly difficult. No harder than grouping armies strategically, for example. Barring this, if you find it particularly gamey, don't use it. Remember it is a single player game... Stopping us all from doing something just because you do not want to (and are not forced to) is

78 Replies 46,464 Views

I think Swamp as well. Maybe your mods will make this the game I play for decades. [e digicons]:thumbsup:[/e] Certainly the idea you express above appeals to me a lot.

71 Replies 45,096 Views

As I have said in another post I hate this change. I believe we are losing three big strategic elements - 1) Ability to create chokepoints (well not entirely, but largely so...). This can be worked around and is not crucial but IMO is worth keeping. 2) Ability to include terrain and resource tiles within the city. We lose lots here including the ability to tie the requirements for buildings to resource tiles within the city. Important. <

78 Replies 46,464 Views

[quote who="seanw3" reply="65" id="3114783"] Point of fact: Each tile in FE produces materials or grain. There is third element to be added in the upcoming betas. My guess is it's beer, given how heavy the beer theme is in the current beta. [/quote] The first is incorrect. Many tiles do not have the capacity to produce anything. Desert, for example. Further, most tiles which can potentially produce grain/mate

71 Replies 45,096 Views

Actually not all races are available for a kingdom. Some of the races can only be played as empire. I do not know if this is a bug but I presumed that it was not since it is not all the races that can be played as empire and kingdom.

6 Replies 3,509 Views

My misunderstanding here. One of the features Civ 5 introduced which IMO worked well was the expansion of the zone of influence. Unfortunately it is not a mechanism which will migrate with any facility to FE.

71 Replies 45,096 Views

Strategic potential is there in the blockage of chokepoints (including those of greater than one tile wide), incorporating improvements within city walls (including buildings which require this) and modifying the expansion of the zone of influence. I agree it would be good if there was more strategy involved. [e classic]:lol:[/e] I don't see reducing cities to one tile aiding an increase in strategy. Do you mean civ 5 joasoze? The big difference wi

71 Replies 45,096 Views

Fair enough. I guess I am just worried that it will come so late in the process and be so entrenched that we will not have the possibllity to change their minds. What we stand to lose is a large amount of strategic potential based on the placement of cities.

71 Replies 45,096 Views

It could be a fun game. Certainly would make a change from mind numbing city spam. The only means of expansion would be taking CPU factions capitals, and then waiting for them to build another city rather than taking out their sovereign.

20 Replies 8,831 Views

Didn't ya know, Brad's at least a week ahead of the rest of the world! Seriously though it seems so incomprehensible to me that they would go to one tile cities. Are we to have perfectly square (=so nerdy) zones of influence? Are we to have heaps of RAM sucked up by pretty building tile graphix which only get used on some city layout page no-one ever looks at? Or perhaps they are just paying the artists to produce stuff they will never use in the g

71 Replies 45,096 Views

Very happy to hear of potentially large tech tree changes. [e digicons]:rofl:[/e] I had held off mentioning this thinking that the current version was just a stopgap. Huge relief.

71 Replies 45,096 Views

[quote who="Solam" reply="3" id="3113466"]It just seems wasteful that once you have a zone of control nothing really bad can happen. You can leave everything empty and just build your forces on the border. Pretty lame if you ask me.[/quote] I agree with this. I made a suggestion that lairs should not be automatically dispelled when you enter them. You should need to cast a spell to do so. This would lead to a persistence of

11 Replies 8,740 Views

Off topic: Funny, I've been playing Shogun Total War (1) the last couple of weeks in preference to FE Beta 2. I think it is good outright and not just for its time. I rank it on a par with Shogun 2 as an all round game. Sure they are different and S2's campaign is much better. But the overall strategic balance is there in the original (probably more so) and I find that the battle maps (all that marching around) and tactical combat are way better in the fi

177 Replies 675,000 Views

[quote who="Frogboy" reply="122" id="3112485"]It's pointless to try to give an early beta a review score. [...] Obviously, if we thought FE today was amazing we'd release it. But it's exactly where we'd expect it to be at this stage -- promising but lots of work to do.[/quote] Complete agreement. [e digicons]:D[/e]

177 Replies 675,000 Views