I think with what happened with EWOM we should probably get a Release Canidate from them before they release. I am in no way implying that should be standard practice but in this case for this game I think its warranted that we get an RC.
Jam3
[quote who="GFireflyE" reply="1" id="3235115"] I vote 'master scout' is one of the worst designs ever thought of for this game. One of the pivotal aspects of this game is the interaction your faction has with the cataclysmic enviroment around you before the political conflicts with the other factions. Why design an ability that completely eliminates that from the game. I can see it now: "I bought FE because I love the interaction with the mons
I was definetly upset with the most recent beta. You could easily crash the game up until now by starting a new game hitting ctrl-u then repeatedly hitting ctrl-n, it was just a matter of 10 or so map regenerations, that number went down to about 2 - 4 with the latest patch. There are some pretty hardore memory leaks in the engine. I am wondering if there are debug flags that are on in this build. I do , like you, hope they really clean up all the little cosmetic stuff, its really
Master Scouts actually goes a little deeper than that for me, if I understand you correctly. The ability to not get attacked by monsters, at all, is beyond op. There is no way I would leave it in the game, at any cost, what I might do is switch it so that all units get the stealthy trait for free. There is something also just inherently wrong about having this dangerous chaotic post apocalyptic world that is filled with monsters and terrible dangers and having a trait that just turns all that
I'd really like to see you do an AAR at the very least without Master Scouts which to me is beyond OP, it turns off an absolutly essentialy part of the expansion game, I honestly can't believe its still in the game in its current form, its not overpowered its an I win button. I don't discount that heroes are way OP but I would love to see your opinion playing without Master Scouts and actually without wealthy either (which either needs a nerf in total gildar, like to 500 or
Frog, my dream would be to make a mod that would do the following types of things, centered mainly around the terrain. This is just one example but its pretty complex and without scripting and exposed events/triggers I don't see how its possible. Just curious if there is some creative way within the modding model currently available to do these types of things, or what your vision is for how FE will be moddable going forward. Desert - You should
I would love to know if we are going to have any ability to create scripts and call them from events and triggers or if we are only getting moddablity for data and assets.
I have been playing with it quite alot and there are definetly some problems with the engine. For instance I switched dragons to spawn in mountains and the lair textures do not adjust to the height maps for the mountains. The movement animations do work, its easy to set the mountains to 128 move points (or something else extreme) and have land units move 1 square per turn through mountains and it scales the height map properly (no mountain movement even in civ has never m
Ug and if you watch the ai there also just throwing pioneers around without escorts and building dbl towers, some real problems going on here, it effecting their expansion rate, current beta is pretty much hosed til this is fixed.
[quote who="taltamir" reply="45" id="3231940"]Quoting darkehound, reply 40Right now we seem to be back to the ride of the magnificent seven--get a couple of heroes and just plow the opposition. On my latest game I only have 3 native cities. I captured 6 others and i am in endgame position already. I confirmed that in adding heroes splits the XP so I will have to say that its the magnificent SOVEREIGN not 7. My sov solos the game right now. Wins at level 25-30 and being a
Master scouts on scouts gives the ai enough of an advantage, on pioneers it's insane just reveal the map and watch the Tarth AI, I am just going to assume from now on when someone posts about crazy AI city buildup they are talking about Tarth. And quietly rename the thread please for the love of pete nerf the crud out of master Scouts, make it so all your units get the stealthy trait for free, no monster attacks at all and no wood movement penalty is absurdly powerfu
I think most of that could be easily handled by the ai routines they have in the game and are balancing for threat and intelligence levels of the monsters but they should be spawning from their lairs. And bandit lairs in particular should be spawning in the least settled areas near enough though that they can attack/pillage caravans and outposts.
[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
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.