[quote who="Derek Paxton" reply="16" id="3230973"] The intent is that the player adjusts his strategy based on the randomness of the maps. Without that, where do you draw the line? Do you Ctrl+N until you get nearby iron or crystal? What about a nearby fire shard for your fire based custom sovereign? If you have good locations you have to have comparatively bad locations. If you want them all to be "good" then you probably want a starcraft type b
Jam3
After going through a bunch of the xml and looking at monster behavior, and reading the .98 changelog there was one AI monster and bandit behavior that I would love to see, Pillaging. This would be the ability of certain CreatureTypes, think Trolls, Dragons, Bandits, given the ability to extort money and possibly materials off of the player as well as the ability to attack a town but leave it intact and potentially kill a few population points, demo a building, take money, mana and
Penguins and black magic, now we're getting somewhere!!
I am sitting in a chair with my index and pointer finger of my right hand pressed hard against my temple. With one eye wide open and the other near shut I stare intently at the 8 x 12 glossy of Brad Wardell that hangs in my study. "You will run and tell kael to give us whatever update you can, think of the poor middle aged gamer suffering through another weekend with an old build, its unthinkable". My power wanes and the the frog in the bottom corner of the picture starts speaking and dancing
A small update would be nice !!Whatever you got, alms alms for the poor!!
Considering most 3/3 border or are in forests giving you the logging camp to boot is there any real option? Leveling cities should smack you in the face every time you hit a new level, cause right now population is worthless and city level bonuses are underwhelming. You should see a 5/2/2 and be struggling whether you want it or a 3/3/2 cause right now that one extra material is worth more than those 2 grain. I know you don't want to do
You can exploit this yourself just by having a unit selected at the end of your turn and move themm as fast as you can on your next turn, they will avoid all monsters. They really really need to fix turns.
Which is probably the second best overall trait after master scouts, +1 essence at the start gives every city enchanted hammers not to mention its long term benefits, or the tomes, or the nice ranged staff. Ok so maybe its the best trait overall since master scouts is basically just cheating.
How much more overpowered do you intend to make Master Scouts Traited pioneers? :P Just kidding but seriously if you do mod the game to work like this, which would be cool, you gotta address Master Scouts, namely getting the trait off pioneers. I would even say with an escort they should get attacked.
Mana and magic is just implemented strangely. An early game mage is essentially non-existant, without fire/death you don't have any direct damage tactical spells and even the ones you do possibly have you don;t want to use because it takes away from your global pool and you want that for enchanments. I think there is a core problem with a single mana pool but that not going to change at this point and I think really they would be best served helping early game mages
I think I walked right into that city and took it the one name decronysee or whatever there were three adjacent mobs but there should also be one in the city itself as a guard.
And the mana cost of spells, its hard to spend even 5 mana on a tac spell early game, you want it all for enchantment.
To the other list wanted to add 7) Add a kingdom Editor so you can create, delete and update your custom Kingdom/Empires. Would be nice to create custom emblems as well. Also showing what gives each trait in a more direct way, this one is from race, this one from a kingdom trait, this on from a character trait, on the main character view would be really nice.
To start with the game is a vast improvement over E:WoM, I played almost my entire labor day weekend. I designed a couple of map scripts for CiV IV and really dig cool realistic maps. With any 4x TBS square/hex based game you get into map issues with exploration/expansion, number of opponents, starting position, symmetry/asymmetry asthetic and balance, size of map an number of potential settlements, total number of turns in a game, movement, etc. Min/Max since E:FE is now single playe
This is beyond op at the moment, settlers that cant get attacked is an I win button considering the rarity of settlement locations even on large maps. You either have to remove it from pioneers or allow other players to put stealthy on their pioneers, or something. I stopped playing with it when I scouted the map and I had 14 cities and the closest to me was 7 from the tarth ai with everyone else way behind.
Population size could be a factor in available unit sizes.
Yeah I really hope there putting some for of Ocean travel in the game.
So the most important thing to me in games is immersion. I want to be tranported from my life into a place that is interesting to be in and now while elemental is getting better as a game its not getting better at an escape which to me is really an essential part of any form of RPG. The map has gotten soo so much better from EWOM, the introduction of true random maps and rivers (which could look alot better) is excellent. One of the key components I think missing though
[quote who="Frogboy" reply="4" id="2983702"]Fallen Enchantress, from a design point, is much less barren. This means that "terrain matters". Engine-wise, the continents are randomly generated (in WOM, we had premade continents that were filled with stuff random). [/quote] To hear that we have true random maps is very reassuring. I don't know how important this was to you personally but to alot of people this was a huge dissapointment in eWoM. My further
[quote who="Mistwraithe" reply="80" id="2980400"]My response is that I think a very good fantasy TBS game (eg A- grade?) can be written without any of the items on your list. None of them are particularly important to making a great game. They would be great things to add to your core game to flesh it out and might help you to turn your A- game into an A+ game but their absence doesn't mean an automatic fail.[/quote] I agree completly with that sentiment. All you ha
[quote who="Mistwraithe" reply="68" id="2978323"]Well, we disagree then. "just a matter of having the right design" is the part which stops 95% of games made from being classics. I see designing a GOOD game as a very difficult task and I also see it as the core problem with WoM. The engine no doubt got in the way of them adding more fun and so on but I don't think the disjointed nature of the core gameplay mechanics can be blamed on the engine (and if it can then that means Stardock basic
I think the concerns are about using the engine, the game mechanics are an easy fix (programatically). It's just a matter of having the right design, and that you can map out on paper. The limitations within the core engine regarding random map creation and problems with random terrain generation are the real problem. Heck river's weren't linking up with the ocean properly and they just took river's out. There are some real fundamental problems with building FE
[quote who="Lord Xia" reply="31" id="2923471"]Eh, didn't care enough to this one to respond to OP. People really throw out that fanboy bullshit around a lot. Read most of my post and you will see that the majority of them are bitching about some half-assed part of this game. Yet, just because I think this game was very bad when released and still has a lot of fuck ups in it, doesn't mean I am not able to recognize that Brad has gone beyond the call of duty
[quote who="kenata" reply="5" id="2918809"]If it's a sure thing then let the consumers of your game test it now, so we can have something to enjoy, not be frustrated with like WoM. [/quote] One of the things I am truly trying to recover from is the relationship between stardock and the open beta testers for EWOM. I heralded the move and thought with strdocks experience in non-game software development we would see testing between a developer and the community in an absolutly
Yeah because everyone in here has never said anything bad about a former employer. And you would be laughed out of court if you filed a civil suit versus an ex-employee you didn't have a contract with, thats the entire point of contracts. And since we don;t know what happened with Civ or with the conversation between Brad and Jon that lead to a decision to hire were not beating a dead horse were running around like chickens with our heads cut off because we don;t have any good info