I'm pretty sure frogboy has said that the game will make use of more memory on 64 bit systems. I run the beta on 64bit Win 7 and the game runs fine. Game crashes occasionally, but not more than you'd expect from a beta. Not problems alt-tabbing, though I run a dual monitor system with the game on one screen.
sweatyboatman
I'll chime in and say that I also like multi-tile cities and find placing buildings a satisfying experience.
Brad has made several statements suggesting that the game should run at 30fps. The OP's point seems perfectly reasonable. If the GPU is not being taxed, then why is the game running below the 30fps target?
Replace tactical battles with a tower defense minigame. [e digicons]:digichet:[/e]
Just make it possible to reorder the queue. Or at the very least, as malekith said, let us insert to the front of the build order
Seems reasonable that a hero could have an alternate weapon set that you would need to have equipped before the battle starts. Then during the battle, you cast a "spell" that switches to the alternate weapon set. I'm OK with the switch costing a turn.
yes please [e digicons]:digichet:[/e]
that would be pretty neat. Though it feels like something that should be special. how about making it one of the level up buildings. give it a big bump to prestige as well.
The Altarans are clearly not fans of deficit spending!
Regenerate the map: [quote who="Draginol" id="3088630"](pro tip: you can press Ctrl-N to have it regenerate the map until you get a random world you like)[/quote] Having another faction right nearby might be an interesting twist on the early game. Other times (like the spot you're in) it's just annoying.
Brad hinted at it in one of his teaser posts, with a screenshot of a tactical battle tooltip that showed a bonus to attack and defense. But I think it was sussed out to be just the territory bonus.
[quote who="seanw3" reply="20" id="3088972"]There are descriptions of each race in the Hiergamemnon. [/quote] The Hiergamemnon is not accessible from this dialog. So I'd have to make my selection here and then uselessly check the Hiergamemnon to figure out if I'd just paid off the weakest player in the game or declared war on the strongest. Not everyone has a photographic memory or wants to use that memory to bone up on the statistics of every random factio
[quote who="Bellack" reply="13" id="3088890"]Just make this an option so that we can turn off if we don't want it. I for one like to be suprised[/quote] My problem isn't so much the surprise element (though I don't much like that either), it's the "who the f-ck are you" element. There's just not enough information on the screen to inform me who this person is. The only information is the picture of the person and th
[quote]I could avoid this war but realistically, the Trogs are never going to be friendly. They’re the Mongols of Elemental. Better to deal with them now than later.[/quote] Sure, you know this because this game has been your life for the last few months (years?). Not everyone is going to spend their every waking hour learning the intricacies of the various races and factions. It would be nice to have a little adviser whispering in my
no word on whether Lord Xia gets his pony.
@childofdark I like that idea! I would go a little further than you and suggest that a beast could come to inhabit your city and slowly over multiple turns reduce it to rubble (while the monster itself becomes increasingly powerful). That opens the door for so many awesome dynamics. For example, if you liberate a city from one of these beasts, you can take over control of that city even if it wasn't yours to begin with. Or a city becoming a hive which
[quote]So why is a open initiative system not a good idea? Because it tends to be an extreme system, meaning even a small difference in initiative leads to huge differences in amount of turns taken.[/quote] Have you played tactical battles in WoM? I would never advocate for a return to closed turns. Having said that, I agree that initiative is OP in FE. But everything is OP and there are ways to limit initiative advantage so that the size of the difference be
[quote who="Creslin321" reply="32" id="3075311"]In Chess, you have a turn, you can decide whatever unit to move in that turn that you want. Giving you lots of strategic options.[/quote] OK. But this is a new objection, quite different from the one in your post and to which I was replying. Yes, chess and FE are not exactly the same. I understand that theoretically, you might end up waiting a long time between the moves for one particular piece. but while you&#
[quote who="Sythion" reply="27" id="3075198"]In chess you don't get to choose to have only queens.[/quote] So you're going to round up 20 heroes? More power to you! I'm pretty sure that stack should be absolutely epic and should not be simply countered by a comparable stack of 20 mundane units. [quote who="Creslin321" reply="28" id="3075204"]First, in both Chess and Stratego, you only move ONE PIECE A TURN.[/quote] I'm pretty sure that's
[quote who="Sethai" reply="23" id="3075133"]Are we even sure the game can display units bigger than the current maximum, without a serious art revision?[/quote] Nope. We're not. There could be some technical reason why FE can only support ~18 units on the screen at the same time. That would seem to me to be an enormous flaw in their game engine, but it's certainly possible.
[quote who="Sythion" reply="19" id="3074499"]While champions are "supposed to be awesome" is a point I agree with, I don't think they are supposed to be so awesome there's no point in even building units. That's how they currently are, and would remain even with a troop limit increase.[/quote] In chess the queen is the most powerful, but she's not all powerful. The pawns are the weakest, but they are often pivotal in determining victory or loss. [quote wh
[quote who="Frogboy" reply="15" id="3074623"]Derek has told me that anything that makes a tactical battle take more than 3 minutes to finish is a bad thing and I have come to agree with that.[/quote] So anything that threatens to make them actually tactical . Sigh, so much for my suggestion of large stacks for epic tactical battles. [e digicons]X([/e] [e digicons]:waaaa:[/e] [e digicons]:waaaa:[/e]
I see, you're thinking rock-paper-scissors, kinda like the RTS Age of Mythology. The problem with a rock-paper-scissors approach is that it makes all the units basically equivalent. Which is good for balance, but I really don't think that is a good mechanism for a game like FE. The champions are supposed to be awesome, I personally think they are the heart and soul of the game.
well, obviously I think it's quite an elegant solution. You seem to be missing the point. Heroes are only interesting as heroes if they are significantly better than regular units. Nerfing heroes in the name of balance will effectively make the game less fun. It may be elegant, but the end result sucks. We agree on this though: [quote who="Sythion" reply="13" id="3074349"]champions aren't meant to be soldiers single handedly fighting off entire
Of course there are going to be balance implications if you double or triple the number of units in tactical battle. But there are numerous balance issues already. Starting with the balance issue I think this addresses: that heroes are OP and that the optimum stack is all heroes and no mundane units. In fact, this balance issue is so great that it's hard for us to test any other balance issues (for example, archers are too effective against decently armored units). And