There is also this Dev diary video: [video]http://www.youtube.com/watch?v=w-T62CvizEA&feature=player_embedded[/video]
DexCisco
[quote who="JavaCodeToad" reply="9" id="3114458"]One caution. I have a lot of problem with icons that are different by color being color-blind. The game needs a way to differ the HUD icon in addition to color.[/quote] I looked in the XML for where the icons are associated with the various locations to see if I could try modding this up, but I couldn't find anything. It may be only available in the code. Otherwise you could create a colorblind mod for people such as you
In 0.86 and previous, there are Empire champions and Kingdom champions. Kingdom champions won't work for Empires and vice versa. Why aren't there champions that will work for either side? With the faction differentiation work being done one Beta 2+, where factions are good/neutral/evil and lawful/neutral/chaotic, why not have champions that will only work for lawful factions, or evil factions. That way each faction will also have a unique feel because the cha
[quote who="Publius of NV" reply="4" id="3113594"]One of the suggestions I've made is to differentiate between the different levels (medium, strong, epic especially) of quest huts. I had suggested that the tooltip do it, do you think that the icon colors could also do it?[/quote] Perhaps you could do slight variations on the quest icon, (I, II, III, IV) but I think if you get too many icons and colors going on it becomes a bit of a mess. I think if the tooltips showed it tha
Here is my suggestions for some minor alterations to the HUD icons. Mostly it involves changing the lock icons to something a bit more helpful so you can tell locked resources from locked champions and locked quests. I also suggest changing the enemy champion icon from the same as a monster lair to the champion icon, but in the same color as the monster lairs. Also, captured monster lairs that you can build on should be changed to the monster icon, but made the same color as
I am still running XP on my desktop with a single core and 3GB and it works just fine for basically everything else I play. However, FE sometimes takes 30+ seconds to process a turn. I tried Seanw3's beta mod and that made it take 3-4 minutes per turn. [e digicons]:zzz:[/e] My laptop is Win7 with 4GB and it processes turns fine, but the graphics are choppy. For now, that is where I sit (unless Seanw3 wants to donate the leftover funds from building his
[quote who="Frogboy" reply="15" id="3111355"]Shhhh! Don't make my goons come over there. [/quote] Aha! J'accuse!
Cool. I feel like an investor. [e digicons]:D[/e]
Rating a beta like this is mostly about trajectory and limits. Is it improving? How quickly and for how much longer? Is there anything in the design that will prevent further improvements? That said, I think one of the strongest points of FE is the XML modability that it has. It is still in beta and already people are modding in new content, and we don't even have any sort of editors yet. Even if the balance isn't great on release, this detail wil
I noticed that even Frogboy moves his units one - space - at - a - time. [e digicons]:-"[/e] Also just a reminder to the devs, are the random events being fixed so they actually occur? I have never seen one (though I have cheated and played the BIK movies for them)
Don't forget the pathing fun that caravans introduce, forcing your armies off the roads. [e digicons]>:([/e] IMO, they should dump the level 1 road graphics and use the level 2 or 3 graphics instead. Roads are impossible to see in some situations.
Now we just need a cheat key to slap AI units that are stuck in some terminal pathing loop or just sitting doing nothing. Wake up, you! [e digicons]:zzz:[/e]
IIRC, the AI must be programmed to micromanage its tax rate, which is evidenced by the Gildar graph at the end of the game. Player gildar is usually a smooth line, but the AI is a jagged, up and down line. I have also checked AI town details and seen extreme changes in unrest from one turn to the next. I think maybe Frogboy has trained the AI to take advantage of the inconsistency here.
What is a "Clink"? Is that an attack that didn't do any damage? It occurred st 3:57 fighting the mites.
I have noticed that the pathfinding doesn't seem to take a turn-by-turn approach to pathfinding. For instance, it will move you into forest on move 1 where it could have moved 1 on plains and then into the forest on move 2. It also seems to not try to preserve as much movement as possible on a 1 turn move. e.g. move 1 onto a road, then 1 off the road, leaving .5 moves left, rather than just moving 2 beside the road. You arrive at your destination in the same turn,
[quote who="Stupidity10" reply="1" id="3102575"]Also ive been saying forever that the current system of staffs dealing melee is rediculous.[/quote] [e digicons]k1[/e]
You could have counterspell be more of a "set this caster to counter the next spell attempted by the target unit" I have said it before and I will say it again, spells should have a cast time measured in absolute time units, modified by initiative, not in full turns. Turns is just not granular enough and can be spoofed by impulsive's double turn and haste's current "insta-turn" effect. When you go to cast a non-instant spell, it should place a marker in the timelin
I do this voice for my daughter when she comes in while I am playing. She thinks I'm wierd. She's probably right. If they are going to do wierd voices, they should do voices like in Worms where they had different nationalities. I loved the Scottish voices in that. [Strong Scottish accent] "Crrrap aim by the way!" "Ahugh, ya wee b@starrrrd!"
YyYyYyeEeEeEeEeEeSsSsS? [e digicons]XD[/e]
[quote who="Lord Cobol" reply="5" id="3098633"]If you have 4 rookie soldiers in a fight, they will all learn something about what its like to be in a fight. Total experience gained would be more than if only two guys were in the fight.[/quote] Experience isn't learning what it is like to be near a fight. It is learning what it is like to be in a fight, to actually participate.&n
I have noticed that if you shift-tab first, alt-tab works better.
We still seem to be having trouble achieving a balance with champions. In earlier betas we used them almost exclusively in massive stacks of level 20+ death, decked out in every piece of loot we could acquire. In 0.86, unless you like 1/2 or 1/3 experience penalties, you only use one at a time and you can only equip 4 extra items. While I think that these are generally good changes, they create a situation where champions are always attainable, just not useful. Using m
IMO they could raise the limit a bit. With the new experience rules I only use one champion per stack, and I usually can't afford more than two good stacks early on, and later on most of the monsters are dead, so there isn't any point in creating another stack unless I am going to war, so my copious amounts of loot are usually distributed to my Sovereign and a secondary champion. The excess goes to all the champions I recruited just to keep them away from other players.&nb
Here are some bugs that I have encountered in the last game I played: Caravans! You kind of got rid of them, but they are still running up and down the roads. While this can be useful in revealing the territory of those you trade with, caravan units drive me nuts! Pathing should not regard them as occupying the space they do. I have all sort of issues with units having to move off the roads to go around a caravan. And even though they are moving on the ro
If you press spacebar on units with a path, I think they just skip their turn and don't move at all.