Bellack

Bellack

Joined Member # 2696418
7 Posts 656 Replies 12,130 Reputation

[quote who="Jam3" reply="56" id="3247082"] I just can't say "way to go" I have fiddled around with creating custom maps and watched too many ai games each patch to know there are serious ai problems. Not "the ai can't beat me" types of problems but the ai can stall out and not produce anymore units or cities, essentially turning itself off, or it builds 5 towers in a 5x5 area wasting an unreal amount of resources and time on pioneers. There&

148 Replies 331,644 Views

[quote who="Mmrnmhrm" reply="34" id="3246872"]Am I the only one who doesn't buy the story of "AI stupid, I win on ridiculous" at face value? I can beat Civilization IV at pretty high levels but I get smoked on FE at anything above challenging and I've been playing every beta. I'm not doubting someone found a way to do it. But me thinks they're not telling the whole story. [/quote] AI is not hard to beat even on ridiculous. AI still nee

148 Replies 331,644 Views

[quote who="ddd888" reply="9" id="3244077"]these stats make no sense warlock is bad despite some ppl trying to defend that untested and flawed game, i dont believe someone really played it more than once, there is nothing else to it after a full game and in general there are few strategy games, even less TBS combine that with the fantasy and you dont have the numbers to really make a meaningful statistics here mar

33 Replies 31,979 Views

[quote who="Edwin99" reply="76" id="3243438"]If you do another game in the FE universe I would ask you to consider a RPG game with turn based tactical combat; simialar to that offered in the TOEE, coupled with dramatic world changing consequences for player actions/inactions. Example: Player learns of planned assault on a keep. If they avoid side quests and reach the keep in time they can assist in its defense. If they arrive late they encounter a keep&nbsp

110 Replies 440,888 Views

[quote who="Frogboy" reply="61" id="3242612"]I could write a whole blog on this but to make a long story short: Stardock is somewhat of a unique company. It is owned, 100% by me. This makes it a bit odd because what we do does not have to follow any established business guidelines. A friend of mine commented to me that when you tour Stardock, we have a pretty diverse team. I suspect most companies would do a bunch of PR on that. But for us, it's jus

110 Replies 440,888 Views

[quote who="Zebrafox" reply="43" id="3242459"] Quoting rebelito, reply 38 I voted with my wallet already, didn't I, so don't complain... that was half a joke, half a "warning"... I just don't want the parrot to ruin another game I like (and my children, for that matter). You should learn to take comments lightly (but the underlying content seriously). How would I know what youve purchased or not?<br /

110 Replies 440,888 Views

[quote who="Sarudak" reply="36" id="3240798"] Quoting Frogboy, reply 19 The world difficulty determines the rand()% odds of the monsters attacking someone. You could lower the world difficulty and that would change the rand()%. The code is basically this: EnemyUnit = AIGetClosestEnemy(radiustoscan); if EnemyUnit && rand()%WorldDifficultyInverse == 0 THEN attack(EnemyUnit) I agree with have a problem bec

124 Replies 257,453 Views

[quote who="sweatyboatman" reply="35" id="3240785"]The simultaneous turns really does set up a conundrum. The clearest benefit is that the AI can calculate its moves well in advance, which means no waiting when you end turn. It's also pure on a theoretical level. Everyone moves at once so there's no advantage to going first. The game is not "real-time", obviously, and you want to give the user the impression that they are taking discrete turns. So the play

124 Replies 257,453 Views

[quote who="Frogboy" reply="19" id="3240411"]The world difficulty determines the rand()% odds of the monsters attacking someone. You could lower the world difficulty and that would change the rand()%. The code is basically this: EnemyUnit = AIGetClosestEnemy(radiustoscan); if EnemyUnit && rand()%WorldDifficultyInverse == 0 THEN attack(EnemyUnit) I agree with have a problem because as long as we have the *perception* that the AI is

124 Replies 257,453 Views

[quote who="Trojasmic" reply="93" id="3237154"] Quoting Frogboy, reply 86 I'm hoping that Beta 5-B (tomorrow's build) will feel like a "released game" and then everything after that is what you'd normally see in a v1.1. I'm a little bit worried by that comment because not all of the bugs I've reported are in the .981 changelog. Maybe there will be surprises. Can someone please make me feel bet

123 Replies 321,734 Views

[quote who="Frogboy" reply="92" id="3237142"]I am gladdened by your warm thoughts of GalCiv. But, in terms of *polish* (not raw content, AI, balance, etc.) I can't see how the two can be compared. The mechanics are largely hidden from the player. The game doesn't even have a real tool tip system. Why is my colony making X instead of Y? Trial and error. I agree that TA has a ton more maturity behind it in terms of practiced game mechanics. But that's on

123 Replies 321,734 Views

[quote who="ddd888" reply="87" id="3237069"] Quoting CdrRogdan, reply 85 Civilization V is miles better than it's counterpart in replay value (the civilizations actually felt different to play from one another) and strategic combat, and the expansion fixed the AI incompetance, along with some other balance issues. I think where people are giving praise to Civlization IV is in relation to all the available modular components. Heck the

123 Replies 321,734 Views

[quote who="Wizard1200" reply="34" id="3236500"] Quoting seanw3, reply 28 Spell Resistance should be the key to staff and spell defense. Elemental Resistance should be something that magic tree researchers get to get really immune to magic. The default stats for mastery and resistance to magic need to start at 20 and get +2 per level. That would allow for a more interesting balance between the two stats and the potential power of magical damage. A

82 Replies 43,840 Views

[quote who="cardinaldirection" reply="62" id="3236045"] Quoting Bellack, reply 57 Warlock does the same thing which I love (turning the world into one big tactical battle) And it is basically CIV V with a fantasy setting. I feel this style is better suited for board games. [/quote] We will just have to agree to disagree. While CIV 4 does have more options to it CIV V IMHO is more fun to play because of

123 Replies 321,734 Views

[quote who="Frogboy" reply="13" id="3235423"]I'm not too excited about the way sea travel is typically done. I really don't like cities building harbors and then building boats and then having to load troops onto boats. I also don't like units turning into boats to cross the water. There has to be a better way. [/quote] I actully like that myself. Both the loading troops and the Troops turning into weak ships to cross water. Bring in anothe

32 Replies 34,737 Views

[quote who="Kongdej" reply="11" id="3235176"] Quoting cardinaldirection, reply 7 Quoting Frogboy, reply 6I doubt you'll get the first two in a free update. That stuff is expensive. The latter is something I'm interested in. Though, we may have to make a tough choice on where to put scarce resources: Modding or multiplayer. 1. multiplayer 2a. modding 2b. sea travel Please <b

32 Replies 34,737 Views

[quote who="Heavenfall" reply="9" id="3234953"]I'd be voting for multiplayer personally, if I had to choose between the two. With respect to modders, I think multiplayer would mean more replay value for a greater number of people. And we can already do a wealth of things with what we have today. A well-done multiplayer would really reinforce that this is currently the best 4x tbs fantasy game on the market. With simultaneous turns you'd blow warlock:mota out of the water.<b

32 Replies 34,737 Views

[quote who="Tuidjy" reply="49" id="3235694"]I'm a IT professional as well (I'm still at programmer at heart, I just get paid more) and I usually get called to help with troubled projects. Fallen Enchantress does NOT feel like a troubled project, but it looks very far from completion. It needs balancing and polishing, but I cannot see that happening for a November release. No way, no how. It also needs content. The campaign can make or break the game.

123 Replies 321,734 Views

[quote who="seanw3" reply="35" id="3235496"]I think Civ V bribed about 10 of those metascore points. That game was not great on release in terms of bugs and a few major game mechanics. To add to the discussion, what about the AI? To me, FE blows the other two away, though I only think that about Warlock from other people's posts about it. I am getting some really great results from tactical AI these days. Strategic AI is doing pretty well, but needs a li

123 Replies 321,734 Views

[quote quoting="post"] I'm playing the new beta, and really enjoying it, but one thing that really doesn't make sense to me, and that I thought from the change log was improved, was finding an interesting quest location, and feeling like it's too tough for me now, but I would like to come back later, is still not possible. I come across a dungeon, or whatever, and feel that it's a little too tough for me at the moment, and click on the 'I&

19 Replies 7,485 Views

[quote who="ddd888" reply="6" id="3233263"] Quoting Heavenfall, reply 3 They are trying to stay alive, it makes sense to me because that's what I do with my units. Move them out of melee danger when they get low. this is totally different one thing is trying to manouver to make low hp units stay in a safe place, one thing is scatter for the battlefield not doing anything to protect wounded units etc etc &

17 Replies 5,835 Views

[quote who="Heavenfall" reply="6" id="3233919"] One of my favorite features of Fallen Enchantress is that despite being a strategy game, every…sing…unit…in the game has their own equipment that can be customized in real time. So you get dancing boots, you put them on, and you see it reflected visually on the map. This, combined with being able to design our own units is my favourite thing about Elemental. I personally do not think that pe

21 Replies 57,595 Views

[quote who="Trojasmic" reply="8" id="3234898"] quoting post For an empire-builder player like myself the greatest satisfaction in most strategy games comes from building up my empire of cities/planets/whatever (and in FE's case, also my heroes). Do any other empire builders feel like me? So there's the first problem. If you came here to play an empire building game, then FE won't meet your expec

50 Replies 128,527 Views

I too am not a fan of the 'salted earth' issue with the game. It does take away from the fun factor as does Heros that never die. These two things bug me the most about this game well other than the ugly graphics but I have come to terms with that besides stratagy games don't have to look good to be good.

50 Replies 128,527 Views