It's not easy being green. [e digicons]:frogboy:[/e]
mqpiffle
[quote who="FrostyThundertrod" reply="6" id="3128356"]The hole point of beta is to find bugs.[/quote] It's not the whole point. The point is to give feedback in all it's forms. If the entire beta is used for bug squashing, then when would the gameplay and features get worked in?
[quote who="holoantt" reply="6" id="3126332"]In its current form, the cost of this spell should be proportional to the damage it deals.[/quote] Apparently, the devs can't be bothered to implement scaling mana costs. Big ol' whammie! [e digicons]:no:[/e]
A dagger is not a knife, nor vice versa.
[quote who="Malsqueek" reply="15" id="3120692"] Howsabout Dexterity sets base initiative[/quote] What does dexterity have to do with how quickly you wield a 30 pound hammer?
I prefer -x% to initiative and dodge. Tactical move penalty for encumbrance is insignificant and just plain meh.
[quote who="seanw3" reply="63" id="3120824"]You trolling Kondej? The advantages are multifoliate.[/quote] There absolutely are many advantages to one tile cities. We know this to be true because countless other games have illuminated this fact.
A new and unique solution must be devised because: The 1 tile city idea has been done so much it has been burnt to a crisp. Playing another game with this mechanic would be akin to eating only a raw brick of plain tofu for every meal. If I want to play Civ (FfH), I'll play it. Capping the number of improvements a city could construct is artificial and gamey, and is better suited to a console or smart phone game. The current system is uniqu
[quote who="seanw3" reply="5" id="3120007"]They know about it. It has been posted several times. [/quote] And it has been posted again. Must be a big issue...
Awesome. Request: PLEASE make it so (tactical) mana costs scale with spell power (make it so the mana cost in the XML can take calculations.) Thanks.
I like the option of having the outlines even the though the graphics are pretty sweet sans outlines. I will often switch back and forth during the course of a game. Chose to keep them.
In modding WoM spells, I often just left this tag (SpellTargetType) out in AoE spells and it worked just fine. Not sure if it applies to FE as well.
I think a way to balance the magic system a bit would be to allow mana costs to be adjustable, such that they should be set within a gamemodifier instead of the current SpellResourceCost in the XML. So for instance one could increase the mana cost based on the number of shards used, or in the case of Mana Blast it could cause 10% of pre-cast mana damage to any one unit, and cost 50% of the current mana to cast. I believe this could help solve a lot of the current overpow
The first thing they would need to do if they were to implement a "to-hit vs AC" style combat system would be to eliminate this non-zero damage on a successful attack nonsense they currently have coded in, although I believe that Frogboy's "plink" strike is going to essentially eliminate this feature anyway. Secondly, many of us old-school P&P RPGers fount the "to-hit vs AC" system overwhelmingly unsatisfying way back in the day, so I would advise caution to seeing it return.<
Are you referring specifically to the cloth map view? It was a necessary tool in WoM. In FE I find I don't use the cloth map nearly as much, because the 3D graphics are so much better. The changes I do notice in the cloth map of FE are only positive ones, as far as I'm concerned.
Very nice.
Thanks. [e digicons]k1[/e]
I failed to make a backup before I altered some of the .xml files. Not sure exactly which ones I altered. Now this. Anyway, if anyone has the time and inclination to upload a fresh 'English' folder I would sure appreciate it. Thanks in advance.
Some great animations and narration packed into a concise 60 second video. Great work.
[quote who="sweatyboatman" reply="4" id="3114823"]No more building placement, ok. [/quote] What makes you think building placement would be gone, even in a 'miniaturized', city-screen style UI environment? I think they would be silly to completely scrap this empire-building function because at least a few of us enjoy such things, and the code already exists.
Actually with each successive maul attack the attacker gets a (i think -4) accuracy penalty. So unless the defender's dodge value is ridiculously low, the maul is bound to be dodged at some point.
If that is the case, I would report this as a bug. Include your save games in the post if you can, and use screenies if you can.
[quote who="Stupidity10" reply="6" id="3112445"]Whats up with the waterfall lake right next to the city?[/quote] That's the scenic view. EDIT: Oh...no it's not. I didn't notice that there the first time. [e digicons]:|[/e]
[quote who="Mmrnmhrm" reply="77" id="3111855"]Why give a "score" with nothing to reference to? [/quote] Why not? I was just giving my opinion on the matter, not stating absolute truth based on other perceived truths. Why bother creating an entire response to my post only to point out some abstract flaw in my theoretical reasoning? You don't even bother responding to my critique of the game, just the fact that I used some random numbers to give an