It's a very slippery slope to adjust something like this. Baby steps are what's needed.
mqpiffle
I can see both sides of the coin here. I enjoy city building, but in EWoM I would just build out towards the resources I needed to engulf, then would build out from the city center to create a 'flailing starfish' looking, radial blob-like amalgam. The 9 tile limit is a good idea, but imo it would still be interesting to place buildings where you want them. I still think having buildings upgrade, which require leaving space for those buildings to expand, or
I always miss this notification in WoM. Maybe a little more of a visual flash, or a more distinct sound, or even the icon pops up in the middle of the screen for a moment then slides into place to the right of the UI.
I do not agree with number 2. That's how it worked in WoM. One building queue per city is plenty to keep track of. I doubt they will change it.
[quote who="WhiteElk" reply="39" id="3060048"]It was a grand launch from this side of things. I don't have the game yet, but was able to watch hours of livestreamed play. Even through proxy, the fun factor was felt. It seems the game has been improved from every angle. Everything from interesting terrain and cool magic effects, to more sensible creature loot and greater diversity of gear, to faction differentiation and improved character development. And more. After WOM, It is hard t
Also not being in the beta as of yet, these sound like fine ideas.
Congratulations to a successful beta launch Brad & Co! It's good to see I was completely wrong.
[quote]graphical glitches like this.[/quote] The game really is in black and white!
I just bought the ATI 6770 for about $135us and it runs Skyrim smooth as silk on ultra, and all my TBS games just fine.
[quote]Lots of UI stuff is not in still We have a victory screen still to go in that’s a pretty big deal. There’s a bunch of other stuff that will go in but by all means, if you have a UI request, post.[/quote] Sure: Make the UI easily moddable.
[quote who="TorinReborn" reply="35" id="3057566"]I enjoy building stuff (if it is done well), and have done so manually in every turn based game. Because of that your No3 I don't agree with. Having options to automatize building stuff is good, but we should be able to do everything manually if we so feel even if we have 100 cities (and that doing so can give a slight edge).[/quote] I agree...just having the city "run itself" because it might be inconvenient to the player is a high
Confetti. Lots of confetti.
One thing I notice in the screenshots of the generated maps are that all of the coastlines are cliffs...I don't see any 'beach' coastlines. It kinda makes the landmass look a little like they're floating. Maybe the map generator could incorporate both somehow?
As for the quest conundrum, how about a fairly typical rpg quest log, which when you select a quest that you've started it centers the current destination on the map.
SD, this looks amazing. The faction differentiation and other game elements remind me of Alpha Centauri. Bravo if it plays that way as well.
[quote who="id_est" reply="19" id="3054692"]Ok Stardock, you do the incredibly hard thing - divide attributes and combat stats! But, you have another, more dangerous mission - show us dependence of the stats of attributes. Come on guys, you have no ui designer at all? Imagine that you see this game for the first time, and you need to answer the question: what does each attribute do? If Strength affects the Attack, then why Attack stat is under Dexterity? Why is the history window is in the mi
Everything looks great! I'm especially liking the look of that tactical scene. Better than 'the brown' we've been getting.
Yes, yes. And pretty much the general consensus here. Good gameplay is what I want from a game, yet pushing the envelope with the technologies available help to enhance the gameplay experience, as well as to continue technological advancement, would absolutely be an added incentive to purchase it.
This news leaves me thunderstruck.
Great work Brad. Me and my significant other were just talking about solar-powering the next farm earlier today, and also the possible harnessing of potential wind energy as well.
Nice feature to add.
I dig the icons. I will second that the rivers could some major tweaking. Looks like they begin and end in random locations, instead of being at least semi-realistic, ie start in mountains or hills, end at large body of water; not to mention their graphic quality.
Raise/lower land is a great concept it just needs to be balanced in terms of spell difficulty and mana cost. No need to remove it.
Potential buyers who know WoM was a 4 and hear that FE is a 9 will say "Hey, SD turned that ship around! Now I'll buy the game, AND tell all my friends!!" Potential buyers who have not heard of WoM and hear that FE is a 9 who then research SD and find out that WoM was a 4 WILL NOT say "Oh my, the first game in the series was mediocre, so I'm not going to buy the second one which is great!" Why would SD want to spend all their time, effort, money, etc rebranding a perfe