This sounds great! I've been play Master of Magic again lately (Yay Good Old Games!), and have thought about posting here to suggest that an expansion that includes a more diverse and atmospheric magic system would be great to see. The huge number of spells, the way some game changing spells are rare and so not seen often, and the way each school has its own consistent feel and resulting varying game play all combine to the appeal of MOM. The magic system in FE has never felt quit
Phleem
[quote who="Heavenfall" reply="1" id="3301160"]It is likely considered to be working as intended. Do you have any examples of turn-based strategy games that handles this differently?[/quote] It wouldn't be that hard (from purely a software angle) to evaluate the risk of equally fast routes to a point for some fairly simple definition of risk and choose the least risky one. It's already checking the distance for lots of alternative paths, and if it just accumulated a fractional
One thing that is a general note, you should try updating memory to 8GB. It might not prevent crash (though it might), but a 64 bit Windows 7 system with a "powerful" GPU shouldn't be creaking along on 4GB when you can get 8GB for under $40 at Newegg. As someone else noted, please provide more info so the developers can determine why the game is crashing. They will fix it if they can find the problem, but there's not enough in this thread to pin down the error.
Use the "cheat" to remove fog of war (control-U) to see where those units are lurking: https://forums.elementalgame.com/426222 To use cheat mode if you are used to starting the game through Steam you can create a shortcut on desktop that points to the FallenEnchantress.exe file that usually lives in C:\Program Files (x86)\Steam\SteamApps\common\Elemental Fallen Enchantress, and then adding "cheat" after it. Put "cheat" afte
[quote who="Frogboy" reply="1" id="3298253"]Thanks! Let us know what you'd like to see next! I'm personally lobbying for a "Lore Pack" which would introduce some new quests, equipment, goodie huts and items to the world.[/quote] That sounds great! Is there any chance it could include some attention for the "Life" side of the magical pentaplex? There are plenty of death worshipping, spider recruiting, slave sacrificing sort of faction traits, but the go
[quote who="Frogboy" reply="7" id="3289575"]In the modding area there's a copy of my own build you can try which has a lot of these fixes in. [/quote] Does the 1.02 Frogboy build from 11/25/12 have the fix for the insta-build bug? I don't see a point to one since then.
Bug for all AI builds instantly finishing on reload is reported fixed in 1.1. When will this be available, and if it's awhile, is there any hope of a 1.03 fix for this to make the game playable for people that have to play in many small sessions?
[quote who="kryo" reply="1" id="3289005"] unfortunately the support queue also sorts by last activity on either end, so sending additional mails before you get a response actually returns you to the back of the line. [/quote] If true, this would be funny if it hadn't screwed over so many people. No, wait, something this stupid is still funny in spite of that.
Part of what the initial poster is unhappy with is a problem in most 4X games that I call "tip over." That is the where run away growth out strips the AI players, and you are left with nothing but mopping up their remains and getting the game's official recognition of your victory . FE has some good mechanics for delaying tip over: dividing a fix population growth pool by the number of cities and unrest in conquered lands slow you down, but
First, I want to thank all the people at SD for making a great game. (As usual). I also bought a second copy as a gift for a friend as a more concrete way to say thank you. I also wanted to note down a number of early impressions that I've had as I've been playing over the past couple of weeks, and some suggestions for some of the issues I've had. Because there are limited resources for game system changes and corresponding AI fixes, I've tried to limit suggestions to
Tuidjy, thank you so much for these play throughs, as well as the intro guide. One of the problems with FE is that it is hard for even an experienced 4X player to figure out some of the game systems, and your posts have made a huge difference for me, as well as being fun to read.
1, with reservations: I hope they'll clean up in a way that doesn't take too much work on the game engine or AI code. * The roads that currently pop up aren't where you want them, and I'd like there to always be a way to add my own to fix them. If I was designing the game from scratch, the current system isn't how I'd do it, but at this point I'd just add 'road building' as a unit trait that everyone has access to. * I don't much
I liked the way Stardock has taken responsibility for these issues so much I went and bought GalCiv II and AI Wars though Impulse. Being able to get games with a 10 minute download could cause issues with my budget! Brad, thanks as always both to you and your team for the hard work, and to you in particular for spending the effort to keep people informed about what's going on.
This kind of bug happens a lot in networked applications. Imagine what happens inside the program when someone tries to shut it down while in the middle of a game: The game calls a function that tells the networking layers under it to send out the message that the player is leaving. But the program never stops and waits for messages to get out to the network when it sends them - that would hang things horribly, so it just continues running trusting that sometime soon the lower network
I was hosting a Custom Game last night in version 1.00.0105, and the first guy that connected had a networking problem that resulted in any following players coming failing to join the game. He and I had a perfectly fine connection both ways between us (we ended up playing a game), but when someone else would try to connect the status panel would show a connection from me and the poison player to the new player, and from the new player to me, but the new player could not connect to the poison
A question for good players: How do you target when the fights get large and the screen is crowded with a writhing pack of DGs and creeps? I have a hard time actually landing skills on the correct target, or sometimes even being able to see who all is in there. Demigod uses a model where you select a skill, and then click on a target to designate where it goes. I sure wish it used the other method, where you designate a target that is kept until you switch it, and then select