Hi, I'm interested in what I can get from the FE engine. As far I know modding will take place through XML. Meaning I can add new Content and modify existing ones. Like new quests, MyNewUberSoldier, new buildings and so on. All tailored to the existing mechanics. You have the pool of character stats to modify and the same for city's and items. This is nice. Its "relatively" easy and one can focus on the things to change. What&nbs
Schnorkde
Hmm another idea. If devs want to stick to the initiative system: if a unit is attacked let it suffer some turns (loss of 1/4th initiative temporary). So a unit which is defending will have to wait a little longer. But of course with retaliation implemented. What do you think?
The "always on" first strike lets melee feel like ranged combat. To me it boils down to have a action points based system (like many other games have for good reason). How about some costs: move normal tile 1AP move difficult terrain 2AP Attack in melee n AP (consumes all AP for n strikes each costing 1AP) Defend in melee costs 1AP for each attack (maybe 1/2 AP?) Leaving combat should cost 1AP + AP for movement (and maybe
Yes great idea. [e digicons]k1[/e] adds some "things to do" in the game ;)
Already had a topic on cap mana: https://forums.elementalgame.com/416953 I like the "spend more mana/cast time to have better piercing". Could allow a lower caster to have on important spell after two rounds. Will add some depth. But do NOT make Int to the uber attribute providing all sorts of magic bonuses. Maybe we need another attribute like "wisdom".
[quote who="CdrRogdan" reply="9" id="3071827"]All or nothing mechanics are for gamblers not strategists![/quote] True! See Risk vs. Samurai Swords/Shogun or Axis & Allies board games.
[quote who="Wintersong" reply="7" id="3071792"]Protip: don't mix science with magic. You will lose every single time[/quote] :) got your point BUT: a computer does not contain magic (unlike some people think) so its just a model question. And I like to have some "understandable" magic. Luckily I am a computer scientist and also work on HPC physical simulations, so I already do magic :) *Spoiler* currently I am working on a "physical magic model". Very, very may be
If you only have a resist or not mechanic it is like having dotch or not. But in combat you also have a defense value which reduces the damage (correct?). Another reason: Why should a creature/preason restist flames (from a fire ball). This is a physical effect. I agree for say shrink or such spells, but "physical magic" should have some effect.
HI, took this out of another post from me. Was mixed up with some ui. Sry for double reads. 1. Please show the upkeep for enchantments in the spell book, ok this is still UI 2. Mana and casting. I like that there are spells which need time to cast. This should be improved. A caster should have a stat (maybe intelligence) which determines how much mana he can pump into a spell each combat round AND season for world spells. Additionally it would be nice if
Hi, a lot of goog idears. Some more. 1. After a city is build you have to transfer some people. Slowing down the other citys and limiting fast expansion. Maybe this could be automated. 2. Make the world spawn more and dangerous enemies. Make it difficult to defend a largely spread empire. This should result in champions to be stationed in some border cities ->removed from the stack of doom.So going out on a quest is a dangerous for the empire. There must be a
Agreed, quest should add reasons and rewards. And a more dangerous outland will also add to the quest difficulty. https://forums.elementalgame.com/408175 [quote who="Schnorkde" reply="23" id="2929801"]So far like it. Just to throw some extra idears in. How about tech which show up during game and/or require some word stuff. For example: U need to hold a (unique) location to be able to research some tech (+ have some prerequisites) U ne
Hi, i'll keep it short: 1. clicking on quest will not always zoom me to the next location. Some times the quest icon is gone too. 2. after loading, i cant see lacations like dwelling, huts ... inside the fog of war (anyone else?) which i had discovered. 3. I could not target Abeix with spells or abilitys ("tile blocked"?) 4. I can edit "drake" Sry if i missed another post covering this.
HI there, after a few ;) turns I like to share some ui ideas/glitches . 1. If in city build mode i can click on the land and will leave city mode but will not rotate back to my previous view. 2. I don't like it that new units will be produced outside may city. I guess this is "fixed" by the option auto station units. 3. I would like that quest locations vanish or are marked as done (faint out symbol too?) so i can easily see which are done. O
Thanks also for the paths! And wow this game will feel different!
[quote who="Schnorkde" reply="30" id="3052221"]Otherwise the army will show the path after walking the first round. This would be awkward.[/quote] Disagree. It's what makes the difference between good and bad look n' feel.
[quote who="Vallu751" reply="31" id="3052226"]Schnorkde, requiring two clicks for movement is not the way to go. Other approaches include showing movement path all the time when moving the cursor around. Or showing the path on mouse button pressed down. Letting go would move the unit, pressing esc or the other mouse button would cancel the move.[/quote] Ok Vall
Its a bit more to do actually: It would be incomplete just to see it if a army has a path. It also changes the controls. If selected an army the 1st click (on a tile which is not the destination) will show the new rout. Second click on the tile will execute the walk order. Otherwise the army will show the path after walking the first round. This would be awkward. And just to scare a little more. What to do if the terrain is changed. For example a new valley is created by a spe
[quote who="Frogboy" reply="21" id="3052037"]Yep, there is:[/quote] Damn whats your MTBF - mean time between feature [e digicons]o_O[/e] *compliments*
[quote who="Frogboy" reply="20" id="3052033"]It should be doable. [..] I am pretty sure that in FE, the path is now stored as a linked list rather than brute forced during the move like in WOM. I'll look.[/quote] Thanks, this would remove one BIG thing from my/our list. And also nice that "unnecessary" cleaning of working code is already done :)
[quote who="seanw3" reply="18" id="3051914"]It might even turn red when it crosses paths with an enemy.[/quote] Now this would be extra cpu cost. Intersecting all paths with each other (of enemy fractions and wild life) -> bad idea if trivial implemented. Additionally it would imply that you know where the enemy will move to. This is unknown and part of the fun, predicting the enemy :) What might be helpful is the range of a unit/army in one turn. Marked as a red area
Yes Yes No, makes no sense, some pretty good games use very few resources. After all I'm buying a game and not a hardware requirement. But if the game demands it.. ;)
[quote who="Sir_Linque" reply="4" id="3051416"] However, to the OP: It is most certainly *not* easy to implement this feature. Pathfinding is not a trivial task; if you try to calculate the absolute optimal path with brute force, the calculations will take forever. It's a complex optimization task to write an adequate pathfinding algorithm for a game such as FE. It seems to be a field that Stardock has a lot of problems. My guess is that they don't have a game dev that has a lot
HI, it's been a while and I'm looking forward to FE. But seriously, in no video i saw what is IMHO really important. Please show the path a unit/army will take. It is crucial for me to know e.g. how near i will pass a city or enemy. And also i would like to know how many turns it will take. 2, 4, 22? will I arrive in time? I wonder why such a common feature is missing. Shouldn't be much effort to program, the information is already ther
[quote who="DsRaider" reply="121" id="2930683"]In the current system it's build time, so the more cities you have the more studies you can pump out, and more research you get. If it was cost then small factions could keep up with large ones if they planned well.[/quote] I think it is still the misstake to try to balance tech only by one resource, research points. And therefor need to adjust build times, upkeeep and so on to keep large kingdoms
[quote who="razor436" reply="61" id="2930037"]Speaking of balance and tech, there is one thing that always nagged me about TBS games: large factions have a large advantage at producing tech, leaving small factions lagging far behind. In Civilization terms, I'm thinking tanks and helicopters vs. musketeers. In FE, how does the little guy remain relevant in a game with large superpowers. Are small factions fighting a lost cause because they cannot build as many... libraries as the larger fa