[quote who="LightofAbraxas" reply="4" id="2970775"] Quoting Derek Paxton, reply 3Well said. I like the new UI? I did have a question, though, since you're around. The pdf mentions life shards changing to death shards when the environment changes... but the descriptions all seem to reference elemental-type shards? What's the deal, yo? [/quote] There are 6 types of shards, air, death, earth, fire, life, water. But there are o
DerekPaxton
[quote who="LightofAbraxas" reply="2" id="2970766"]...[/quote] Well said.
One of the three focuses for Fallen Enchantress is Magic. We want the spells to be unique, to feel like casters with enough mana can change the world. We want magic to fill the game, all the sovereigns start with spells though some like Procipinee are better spell casters than Verga. As in Master of Magic you can choose your sovereigns proficiency with the various magic
AI is the last thing you do. It doesn't do much good to code AI while the game is being significantly altered. I wouldn't want Brad to put real time into the AI before getting some real playtest time so we can get feedback on whats fun, what we need more of, what we need less of. The decision is, do we lock our design, do AI work, then release playtest for minor tweaks (mana cost of a spell, training cost of some weapons). Or do w
[quote who="Heavenfall" reply="54" id="2959726"]I think we need something to judge the speed by. What does "fast" mean? 1 minute? 2 minutes? Or is 20 minutes fast? It would be compared to some games where tactical and strategic are separated. E:wom combat usually lasts around 30 seconds for me, and I really hope there will be more depth to FE tactical combat than that.[/quote] Excellent point. The heirarchy for me is: 1. Not repeating turns. If I'm c
There won't be siege battles like these in Fallen Enchantress. We met on sieges early on and came up with a design we liked, ran it through implementation estimations, compared it to other features and it didn't make the cut for FE. We looked at partial/smaller scope implementations, but the big thing is blocking tiles (ie: tiles that you cant ranged attack through, or tiles that can only be moved through from one direction). How much t
[quote who="Ploeperpengel" reply="57" id="2956805"]I'm all excited about the new unitdesignoptions but really you guys must stop using male armor pieces on females - that just looks odd. I know this is ressourceheavy to have two graphical representations for each piece of armor but is there a chance for that? Please? Edit: if not - maybe a gender switch in the armor related xml so that proper female armor accessoires could be easily modded in later?[/quote] Heya Ploeper
Units matter. Fallen Enchantress comes with several base units already in the game, each designed to look unique and interesting for their faction. We want to make sure new players find units and see enemy units that look nice. We had some fun picking some starting traits for these base units, archers start with a trait that improves their accuracy. Defenders start with Ignore Pain, a trait that allows them t
Soon. :) (is it just me or does that smiley seem a little crazy?)
[quote who="Star20" reply="7" id="2954293"]This looks simply amazing so far, but will there still be the ability to create a custom faction and character ingame, or at the very least be able to place them via modding? I would normally assume yes, but don't feel much harm in asking.[/quote] Yes, any player can design a custom sovereign or custom faction. It has all been redesigned. You don't put points into a sovereign's intelligence for examp
[quote who="Alstein" reply="1" id="2954266"]Also, one other thing. I really can't see players keeping their sovereign in the city initially. It's more fun to explore. I think people always will choose the fun option , especially since when it goes bad you just save and reload. [/quote] Very true. The player gets a free champion on turn one, so he does have the option to just send the champion out, just send the sovereign out, send them bo
There are five primary paths to victory in Fallen Enchantress. They are Armies, Infrastructure, Champions, Magic and Diplomacy. A player has to decide how much he wants to invest in each of those areas, and each area has its own benefits. These represent the 5 sections of our tech tree and research choices are the primary way that players decide what they are go
Have a new one I need help with: ?- Sovereign weakness that reduces Constitution by 3 and only allows the unit to heal 1hp/turn (normally a unit heals level/turn and double that when they re in a city). I thought about "Scarred" or "Frail" but I'm not a huge fan of either.
This should be resolved. Please let us know if it continues to occur.
Thanks everyone for the great ideas. If I need more I'll bump this thread and ask for them. You guys are awesome!
I'm looking for some good names. They need to be short, descriptive (in that the name has to be easy to relate with what it does), flavorful (have a little style) and thematic (they need to sound appropriate to FE). Let me know if you guys come up with any ideas. I've already accepted the following ideas. Unit Abilities: Adventurer- Unit starts
[quote who="Campaigner" reply="11" id="2944734"]I agree with your reasoning Derek, but a setting in the options could fix that. What screensize are you talking about? Lowest common denonimator..? I think everybody today use atleast 1920x1080 for their desktops like I do.[/quote] Options are not a panacea. They usually carry the worst of both choices, forcing us to support both options and only having half of the effect from them. In this case w
We had a bug where no matter how hi i set the resource and lair values (all moddable via elementaldefs.xml) they wouldn't generate many more resources and lairs because the placement rules couldn't find valid locations. They were being blocked by things like being unable to place them to close together, so many in a sector, etc. Cari was good enough to fix
[quote who="charon2112" reply="56" id="2943549"]The more I think about dynasties being cut, the less I like the decision. Dynasties were one of the more original and interesting things about EWoM...the system just needed to be fixed a bit. Like having an heir take over as sovereign after the previous sovereign dies.[/quote] Ahh, succession. This is a very interesting point, and one we talked about in great depth. You are right that it does make the dynasty syst
[quote who="Alstein" reply="3" id="2944722"]Questions: will wildlands be creatable by players? I think that might be user-generated content that would expand the game, but I can see if being difficult to do.[/quote] Yes, modders can create wildlands areas as stamps in the map editor. And you are right, it was difficult for us to do it like this, but worth it to get modders this functionality. [quote who="Alstein" reply="3" id="2944722"]On the camps
There are 3 primary focuses for Fallen Enchantress; Tactical Combat, Magic and the World. You may have seen our latest developer journal on the world. If not you can check it out here: http://www.gamespot.com/pc/strategy/elementalwarofmagicfallenenchantress/video/6315008/elemental-fallen-enchantress--video-diary Our g
It was removed a few months ago because: 1. We needed the screen space for creature abilities. I hated to have actual information that was valuable to new players missing or truncated so we could fit flavor text in. 2. Some of the flavor text was to long to fit so we would have had to go back and give it more screen space or truncate the text. 3. Some of the flavor text wasn't very good. Some of it was cool and well written, but some was
So of my favorites that haven't been mentioned yet: 1. Dungeon Keeper 2 2. Emporer: Rise of the Middle Kingdom 3. Monopoly Tycoon (one of my favorite multiplayer games because you could be so mean to other players in the auctions).
[quote who="MuLaFlaga" reply="1" id="2942181"]I got this restarting a new game many times. You will notice that the map size for the last game is smaller than the rest. I used same size each time. http://dl.dropbox.com/u/15383583/Paul-PAUL-PC-05.23.11-logs.zip[/quote] It looks like you jump into each large map and press Ctrl+U to reveal the whole map (which pulls all the worlds graphics into memory), then restart and do the same a few times. Displaying one
This isn't a 1.3 beta. Just some bug fixes.