[quote who="Tuidjy" reply="38" id="3277749"]As usual, GFireflyE is 100% correct. [/quote] Wow. Wish my wife would read this. XD
GFireflyE
Good Morning Since I made several comments and concerns about 1.01, I feel obligated to comment on how 1.02 progresses in the realm of memory for 32-bit machines. Spun it up for the first time and ran at 370MB. WOW. Not bad. A little higher than 1.0, but greatly improved from the 700MB in 1.01. Then started my the game and was further impressed, only using 550MB of memory. Early game transitions and UI movement run very smoothly as well, so another tip of the hat
[quote who="crimsongekko" reply="35" id="3277561"]this whole thing seems to be taken out of proportion imo. devs made the right choice here, as otherwise the restriction would become way less meaningful and city placement decisions easier. it's solid design, and citysnakes are godawful... in the future they could come up with a system similar to civ5 culture expansion which would be nice, but for now I think it's fine. want a lumbermill? settle next to forest. there's a better til
You all forget, AI still tries to exploit this and completely fails at it because it's not allowed. Change the AI to build cities in appropriate locations or allow snaking.
It's a bug...or at least it should be.
It's boring. Needs a complete overhaul imo. Heroes should cost influence to hire, not gildar. Additional heroes should cost incrementally increased influence. Empire growth should be a dependant factor based on how much influence you have. I put together a suggestion proposal that can be found here: https://forums.elementalgame.com/433096
I'll add something to this topic....that's slightly off topic. Since there is major concern that snaking can be abused by placing buildings out great distances, why not just implement some code restricting expanding the city past a tile until that tile is completely filled with buildings? As is, each tile only requires two buildings, diagonal from eachother, before you are allowed to proceed onwards to the next tile. If this expansion were cut in half by requirin
[quote who="jutetrea" reply="20" id="3276215"]Please do not change, its fun. Last game i had 2 spiders and 2 great wolves all game - wasn't much, but helped a lot in the beginning. I babied those poor fragile great wolves till they were giving out +13 attack to all troops at the start of a battle. [/quote] I think this really hits a good point to why troops are so hard to make work for the longhaul of a game. You need to build them eary. You then nee
[quote who="unacomn" reply="45" id="3276325"]Guys, really? Metacritic? Really? Don't buy into it, don't give that monstrosity power. Or at least not as long as my reviews aren't on it. [/quote] While I agree with you, sad thing is that Metacritic is very much like Steam. So many people have blindly flocked to it because of the convenience of what it offers, sacrificing the freedom that they should have within that program's scope, that now m
[quote who="Frogboy" reply="14" id="3276036"] Memory is what I spent all day on. We might be able to have our cake and eat it too by optimizing textures further. [/quote] Woot! Woot! Greatly appriciated! Thanks Brad. [e digicons]:thumbsup:[/e]
Would also like some love shown towards us 32-bit users. (keeping in mind of course that any refinement for the 32-bit users is only that much more efficiency for the 64-bit users, stretching how far they are able to go) As mentioned in the 1.01 performance thread, 1.01 seems to demand more memory up front than it's 1.0 predecessor. If this could be retweaked, I would be GREATLY appriciative. If it can't be fixed, please revert back to 1.0 model for memory consumption. I
[quote who="Lord Xia" reply="40" id="3275984"]Metacritc Score is up now, 78. [/quote] That's the reviewers score. Also, Game Spy really screwed it up because they gave 3/5 stars....and when metacritic posted the 70 score, they mentioned that 3/5 DOES NOT equal 70, indicating that under a different system based upon percent that the score would be higher. I did the math...3/5 DOES 70. So, Game Spy screwed up and should actually SAY WHAT THEY MEAN. (not that it chan
YES!!! PLEASE!! [e digicons]:pout:[/e]
In a way it's kinda sad, but once you chip off the rudeness off the negative comments, there is actually a lot of good points to be made. The more I played FE in the late beta's, the more I felt that the game wasn't ready for release. Than they released it....and I've been very disappointed. I play it occasionally still, but more for bug testing that anything else in the hopes that one day a patch release will fix everything still missing in the game and we'l
Sandbox Story-Arc Quests. Each Sovereign should have a bi-directional plot line to follow (if the player chooses to) in the sandbox mode BEFORE the Quest for RPG victory can be started. What I mean by "bi-directional" is that each sovereign has their 'natural tendacy' and their opposition to that tendacy. As the player, you should be given the choice through the story arc quests to follow a good path or an evil path. IMO, including this approach woul
Agreed. Tamed beasts should have a mana upkeep to keep them tamed. Makes a kind of sense that this realm operates in....and also brings some balance to the ability. Also agree that Bandit Lord wears thin once bandits are no longer a threat. There should be some way of further upgrading the bandits you've bought over so that can remain competitive in the late game.
Definately agree that the concept of summoning NEEDS a revisit. Being able to summon multiple copies of creatures would be an excellant start. Being able to summon more variety would be awesome as well. However, I caution that summoning can't become too powerful that troops are again ignored. The fact that summoning doesn't require use of the city queue in itself is a HUGE benefit. If you had the ability to create an army through those means, troop production would cease.
[quote who="GFireflyE" reply="31" id="3273750"] While the turn transition appears to be running more smooth, I have to say that the UI has become 1000x more buggy. Often now in 1.01, I'll play for 10-15 turns and than parts of the UI disappear on me and I have to save....exit....reenter...and load....to continue the game. It's to the point where I'm planning to revert back to 1.0. Completely unplayable in it's current state. [/quote]
While the turn transition appears to be running more smooth, I have to say that the UI has become 1000x more buggy. Often now in 1.01, I'll play for 10-15 turns and than parts of the UI disappear on me and I have to save....exit....reenter...and load....to continue the game. It's to the point where I'm planning to revert back to 1.0. Completely unplayable in it's current state.
[quote who="parrottmath" reply="14" id="3273128"]This is why I always build my lumbermill first so I never run into this problem. Build lumbermill then rearrange the que if necessary. This shouldn't be the case, but it is what it is... [/quote] yeah, was going to build lumbermill first, but stupid thing autobuilt instead.
There is STILL a MAJOR MAJOR problem with that stupid buld menu. The top item on the menu is highlighted when you enter the window and if you click on the screen it FRICKING autobuilds the building. I have MANUAL PLACEMENT on!!! It should NEVER auto-place. As is, it autoplaced RIGHT on top of my forest and destroyed it, LOSING the ability to build my lumbermill. Now, if SNAKING were possible, this wouldn't be a problem at all as you can just EXTEND you city and build a
There is also a MAJOR MAJOR problem with that stupid buld menu. The top item on the menu is highlighted when you enter the window and if you click on the screen it FRICKING autobuilds the building. I have MANUAL PLACEMENT on!!! It should NEVER auto-place. As is, it autoplaced RIGHT on top of my forest and destroyed it, LOSING the ability to build my lumbermill. This is my #1 annoyance with this game....problem existed since 0.951 and has NEVER been addressed. PLEAS
[quote who="Leo in WI" reply="9" id="3272975"] Quoting Cymsdale, reply 7 It's too bad this wasn't a feature. It would make it more interesting to strategically shape your cities. Not sure if you are clear or not. You CAN snake, to setup blocks. What you can't do is snake to a river or forest and be able to build the special line of buildings normally available when one of those tiles is in one of the 8 surrounding tiles of your central
Where is this site that'll have your mod HF?
Good Morning Alas, I am no modder. :( SO, before I start making the attempt, I figured I'd post here and see if it's already been accomplished: Snaking: There has been a great deal of debate on the matter as to whether snaking towards rivers and forests should exist or not. This isn't another one of those debates, please don't start one. This thread is because I want snaking to exist, and I'm hoping someone has already modded it in and