I'll be waiting for the final, polished product. All you beta-testers (and Stardock of course) don't let me down! :D
HenriHakl
Great new look! I hope much of the game carries artwork of this caliber!
[quote who="Frogboy" reply="38" id="3057185"] Quoting OneLion, reply 37Why, why do you put yourself to the limit of 2 GB? I got 8GB that want to be played with so going 4GB on my machine is totally cool since the other 4GB are rarely/never used Plus I agree with the UI stuff, still waiting to play FE in the Beta 2GB is all 32-bit Windows can deal with no matter how much RAM you have and half the PC gaming population has 32-bit Windows.[/quote] But you could still have
Could you give us an idea of how the arena fits into the scheme of things?
Elemental 2: Fallen Enchantress. That's the right pitch for me.
Unlike the recent slews of comments: I really am in favor of heroes as actual meaningful units in tactical combat that can hold their own. There's something epic about having your sovereign cleave through a battle formation. BUT, I also think that it shouldn't be a case of a single uber-unit that can waltz through battle with impunity. Tactical fighting should be able to wear out a champion, so a normal unit vs champion A means that the unit most likely get's annihilated.
hahaha [e digicons]k1[/e] @Trojasmic
Awesome post. Much joy in reading, thanks Frogboy!
@seanw3: Making great quests with unknown elements is great. I don't know if it will be possible to do, but I hope you can make some of the quests have branching effects passively based on the hero's stats. A hero with really high/low Intelligence, or Charisma, should experience different outcomes for (some) of his quests. @topic: I'm grateful for every little update on FE, so keep us posted on everything you do and I don't care if it takes a year or tw
Okay guys, keep in mind that this problem that Frogboy is attacking is *not* about a pioneer getting somewhere; it is more generically about smart movement of units of all types. The early-game example that is easy to grasp is the pioneer scouting - but it is also about routing low-power reinforcements to main armies; exploring dangerous territory with capable stacks and so forth. The AI needs to explore into lethal territories (effectively making a gambit calculating
I like the negative traits as well - and would add that some positive traits can only be acquired through negative traits. E.g. Scarred Veteran Requires: Three wound traits Benefit: Absorb 1 damage from each incoming attack against the hero (thus when being dealt 7 damage, 1 is absorbed and only 6 are effectively dealt). Having a couple of positive traits come out of a hero's losses goes a way to keep interest in the hero after he/she's been
That is hilarious! [e digicons]k1[/e]
It's been forever - surely Derek must've been beaten by the AI already. Let us know what happened! :D
Champion assassination is presumably viable, but I imagine so is "Raise Dead Champion" and "Animate Dead Champion" ;)
[quote who="Kantok" reply="81" id="3018578"] I disagree. The Russian winter is highly relevant. As is the scorched earth defense that the Soviets used. They're relevant because they were defenses the Soviets relied upon to defeat the Nazis. Poor Nazi planning & timing for their campaign cost them victory on the Eastern Front. Better planning and/or execution and the Nazis possibly defeat the Soviets before the rest of the Allies open the Western Front and
1. Perhaps it also helps to instigate a army size visibility mechanism: it a stack is big enough, it can be seen even in the fog of war - as rumors of a mighty army abound. No specifics on the army unless you have appropriate spy/tech/magic. The idea is to be aware of threats before they are 3 turns away. Additionally, it should help to teach the AI to build defensive stacks not evenly distributed, but have one or more larger stacks preferably locate where they can relatively
Wouldn't this problem be solved to some extent by having more ways to slow-down the march of a stack of doom?
[quote who="Campaigner" reply="17" id="3016494"]Good decision. Curious though, what would be needed in the way of graphicscards to max Fallen Enchantress ? Also remember a long time ago when you mentioned that there would be some Pixel Shader 4 and/or 5 stuff in Elemental. That's coming to Fallen Enchantress ?[/quote] Good question. Will there be alternate rendering paths if the right hardware is on-board?
Yea, the "why" did you beat the AI so soundly is the big question. The overall numbers look mostly on-par right now; so I suspect that the tactical AI is still a bit hopeless.
Okay, so maybe you'd have liked the scout to pick your spot - but is the spot the AI picked in the end particularly bad? Maybe it is worth it early on to build a 2nd city far-off; then consolidate by building a 3rd city later in-between. Is an effective strategy to deny more resources to enemies.
That is pretty nice. I think the "good guys" (including neutral guys) look perfectly acceptable like that. Though the "bad guys" need to man-up more. They just don't fill me with tension or dread. Perhaps this could be addressed by manipulating their surrounding environment (much like the first portrait's "study" environment adds much to the feel of the character).
Even if they only make the option of having a 2D-image associated at mod-level. That is fine too - the game proper would ship with the existing 3D animated portrait; then they don't need to spend resources - and some modder can make/pilfer nice imagery and override with great stills.
gsitetfs raises a good point. The game should not be about getting the biggest sword, heaviest armor and smartest spell onto one unit. There should be trade-offs; and the best casters should not be the best fighters, which in turn should not be the best tanks.
I agree with LNQ on this. It's not difficult to have static behavior added (or supplemented) in a way he outlined. What is difficult is having good AI behavior that is not predictably deterministic.
[quote who="Ben Yeoh" reply="27" id="3014701"]Can anything also be done to give the sovereign/NPC portraits more "awesomeness"? The flavor text is interesting and adds much to the immersion, but then when I look at the character portraits they don't measure up to the epic-ness at all. The rock spider one is okay but the sovereign/NPC portraits honestly look silly. This has been my impression for some time actually but the contrast now between the dorky looking portra