What? Of course that's the fog of war. Don't be silly. EDIT: On the other hand, in the new post Brad just made there's a rimilar looking area in the map: http://content.screencast.com/users/draginol/folders/Jing/media/c14def07-e143-497e-8fe4-9683c9725a0c/2011-10-27_1453.png .. maybe it's a chasm?
LNQ
If the AI was supposed to be scouting for new town placement, it did a pretty poor job not checking out the northern area that is covered in fog in the screenshot. Should do a better sweep of nearby neighborhood if emphasis is on empire expansion.
For some reason the FE beta doesn't appear on my games list on Impulse. Could you please fix this?
One month until thanksgiving.
Backwards compatibility just doesn't seem to be worth the price of it. You need to remember that Elemental needs to be playable 10 years into the future as well. Using old tech always has the risk of it becoming incompatible with new hardware. In my opinion the best option is always to use relatively high tech solutions during development.
FYI, all they would need is a unittype check after the end of the battle. The function would resemble something like these lines: function TownDefeated switch attackingUnitType case 'Spider' decreasePopulation destroyImprovement case 'Bandit' decreasePopulation decreaseGildar otherwise destroyTown This suggestion isn't that code intensive, really. Don't know why you think it would be.
Well yes I would much rather have those kind of portraits in game than the ones we have seen in screenshots.
[quote who="Ben Yeoh" reply="40" id="3015008"] Let the devs decide this. [/quote] Yes, my point was kind of that it's too resource intensive for Stardock to realistically consider the option of going 2D. I assumed it's taken for granted that we are talking about the devs as I'm not developing the game myself. Anyway, Brad has time and time again said that Elemental is not a AAA title, so there are limitations. Some of it graphical. I expect the qua
Regarding portraits, I don't think anyone would disagree that 2D painted portraits look a lot better, but I believe it would simply be too resource intensive to execute properly. I wish it would be feasible to make the 3D portraits slightly better looking, but I guess it's not going to happen. It does hurt the immersion a bit, but since it's not going to change I'm fine with it. About Random House, Goontrooper, you haven't read the journal entries about Brad's
I really like the idea of bandits demanding gold for not attacking! It could be quite cool if there would be even more of these events. When a dragon attacks you could have an option to avoid the battle and hide everyone. This would cause the dragon to kill a few citizens and destroy a building or something similar, and then venture off. Or maybe a dragon attacking the city normally wouldn't cause the city to be completely destroyed but rather badly damaged, even if you lo
Dragons and other very powerful intelligent monsters should attack anything whenever they think they could win. This includes cities. Other aggressive monsters should attack whenever someone gets too close or if they wander close to a city, or if they are harassed in any way (ZOC). Animals shouldn't attack unless the enemy is very, very weak or the enemy is too close to their lair or under special instrucions to attack for some reason. Bandits should only attack we
Love the lore. I believe putting resources behind it is worth it. I share the concern with Allan about rivers. It would be really good if they could flow in 8 directions insead of the four displayed so far. Also, the river in the screen stops abruptly and makes no sense.
Dynamic trait probabilities would be better left off of vanilla FE but opened for modding.
How would you use while loops in a TBS mod?
Use the Wiki, Luke. It's funny because you're nickname is almost Vader.
[quote who="kryo" reply="21" id="3010337"] This thread is two months old, from before Brad announced the new system. [/quote] My bad. [e digicons]:digichet:[/e]
Kryo already basically answered that in reply #2. They will most likely be available only via Impulse, since it's currently the only distribution method.
I just buy the game from the service I can find it one. It doesn't really matter to me if its Steam or Impulse, or some other service for that matter. I can't be bothered to spend a lot of time contemplating between the two. Both work fine on my computers.
I haven't read anywhere that only the 9 tiles are buildable, but I sure hope so. It would be a nice limitation and prevent gamey snaking cities.
Urrrkh I can't take it! Wants.
[quote who="Campaigner" reply="29" id="3007069"] People not understanding cannot be a valid reason. They just need to keep the beta to the prepaying guys and perhaps have a notice about what exactly beta means.[/quote] It is stupid to ignore how masses react when doing anything, arguing that it's "not the way things are supposed to be". To sean's question: "Well, if the game is polished enough to be at demo level, what the hell is the point of a beta?": The p
[quote who="seanw3" reply="26" id="3006926"]Betas don't need to be January 2012 polished. November would be better. [/quote] This one does. Betas are considered demos by many, and after the failure of WoM, they can't afford to not wow everyone with the beta. They need to start FE off with a bang.
I hope the tech that increases army size is called Discipline. It's the best fit for the theme.
Gotcha. Okay, that is a much improved version. However it needs to be VERY well thought out to support more complex spells and to wield the right results. As you said, you probably need unique spell counter descriptions in that case. It is however more difficult to keep track of what is considered a good spell and what isn't. For example the AI might never use spell X to counter spell Y and you might never know the reason why. Even if you do, it might be impossible to make the AI
Was a little bit hidden though. This is pretty cruel!