GFireflyE

GFireflyE

Joined Member # 4452479
2 Posts 354 Replies 1,369 Reputation

[quote quoting="post"]*Tooltips (that display on loading screens) longer than 2 concise sentences in length are most likely wasted information, since no one has time to read and digest lengthy help/instructions in the time it is visible (roughly 2 or 3 secs, though my SSD storage device might affect that a bit). Think short and helpful, like newspaper headlines. [/quote] Agreed. Short and to the point on loading screen. Tip on tatics, strategy,

15 Replies 7,203 Views

Agreed. Really like the thought process you put together here. Following your presentation of Health/Attack/Dmg/Prob, the straight forward solution is to provide experiance on a 'per man' rate instead of on the 'per unit' rate. Hence, a party of 3 would gain experaince faster than a group of 5 because fewer troops have to do more work. The flip side, of course, is that if you are able to put in the time into the larger groups, their combat output can

34 Replies 69,045 Views

Thanks for clearing that up. Thought that was the case, but wanted to make sure cause it was pretty...odd....to follow a northernly direction, only to see on the minimap that you were in fact moving west.... [e digicons]X|[/e]

6 Replies 2,297 Views

Except that the expansion of your city re-terrains the hills flat....you lose that buffer just because your city grew? Doesn't seem quite right.

9 Replies 3,094 Views

Just stewing over this a little, but maybe have an 'elite' %chance exist where smaller stacks have a better chance than larger groups due to the focus of training, whether it be off or on the battlefield. This would give the decision to the player to either have smaller groups with a greater % elite chance, or larger groups with a smaller % elite chance. This can always be controlled by the leveling of your unit....higher level units increase the chance at

11 Replies 8,383 Views

Good Morning I've been watching some FE Beta play of late, and I came across an irritating/confusing aspect. It would seem that the map scrolling does not line up correctly with the minimap orientation; appears to be 90 degrees off. ie: When you scroll up, the minimap window shows your view moving left. It's disorientating. Is this a changable feature that this particular individual has chosen to set up this way or is it something that needs adjusting?<

6 Replies 2,297 Views

Good Morning This has probably been talked about on occasion in other threads, but I thought I'd centralize it. I've been watching several 'let's play FE' of late, and have noticed a dyametric shift in the game from early to late. Early game is very RPG based; you hero and perhaps a few troops moving around the map and performing quests. However, but mid to late game, that all disappears. Instead, it becomes empire vs empire and wars and all that other

3 Replies 1,899 Views

Good Morning So, I've been looking at the troop construction in FE. REALLY like how you can design your own troops. FANTASTIC! Would be nice if you could create enchanted items to equip your troops (ie, a magical cost in addition to the season cost and maintenance). Anyways, I digress. When looking at building a troop, once you have the 'groups' tech, is there ANY reason what so ever to build a 'party'?? I understand the time difference, but that is

11 Replies 8,383 Views

Why have hills if you can't use them for benefit? I'll answer my own question: It adds dimension. But most gamers understand the difference between superficial and actual game-dimension. If all hills do is 'look nice', seem impractical that they be there at all...

9 Replies 3,094 Views

This is probably a better place for this comment: Combat zones should have the land from the zone the combat occurs in, along with the attributes of that land. A forest gives ranged protection. A hill gives melee protection. City walls grant defence bonus. Outposts grant ranged units a farther attack. A road allows additonal movement along that stretch. Perhaps there is a small lake, and you have units that can

9 Replies 6,244 Views

I voted "no I will never buy games that require it". I've thought about it long and hard with several games before coming to this decision, so I shall explain: Reason #1: Will steam/impulse/etc be around forever, garenteeing my ability to play the game I've purchased in the future? That's a big gamble. I love going back to games I've previously played....Master of Magic comes to mind. ;) I'd hate to FINALLY get Master of Magic 2 in the form of Fallen

464 Replies 2,512,787 Views

So, I have just been watching some FE play online, and I noticed that when a city is built near, or expanded on near, a hill, the hill actually changes to accomidate the city. I was quite surprised by this. I would have figured that the city would be build along the curvature of the hill. Would be really nice to have it this way....if it's conceptually possible. Would bring added incentive to building specifically on hills too if land gave different attribute bonuses

9 Replies 3,094 Views

Reduced is fine. Having 15 tiles stretched linearly across the screen is silly. Having a 3x3 city (max) as your capital can be quite appealing.

25 Replies 17,805 Views

There are more ways that one to make a map 'large'. - Instead of that linear expansion, the map could develop more in depth. - Perhaps, change of terrain spells, or changing terrain random events....or quests. - Maybe an ancient 'ways' (Robert Jordan's Wheel of Time), connecting different points on the map (could be in the form of a quest)? - Maybe instead of having the map larger, make the zones smaller. Cities have 9 sqs (I believe) minimum

24 Replies 14,316 Views

Thanks for the thread location tip. Well, I'm glad that Stardock still intends to have the cities expand. I've been following the development of this game, and that is probably the most unique and alluring part that this game has to offer in regards to civilazation development. I can agree that the snake-cities were quite rediculous, but it would still be nice to be able to build a long city across a ridge or shoreline or something like that...

25 Replies 17,805 Views

Combat zones should have the land from the zone the combat occurs in, along with the attributes of that land. A forest gives ranged protection. A hill gives melee protection. City walls grant defence bonus. Outposts grant ranged units a farther attack. A road allows additonal movement along that stretch. Perhaps there is a small lake, and you have units that can swim. Perhaps you can cast a 'wall', between two m

7 Replies 10,342 Views

I like: 1) The multi-square cities. Shows growth and expansion of your civilization. 2) The combat view. Tatics and strategy are fantastic. Would be nice if different terrains on the battlefield gave you different bonuses though. 3)The ability to make groups/squads/companies. Fantastic way to implement stronger armies in the game. Does need a little more balancing though, as it seems like a group of the above is worth 3x of a group from below...should only be wor

27 Replies 104,064 Views

Good Morning So, I've been reading a lot of back and forth on the issue of 1-tile cities being incorporated into the beta 4. Is this indeed the case? If so... . I really like the way the cities are able to expand into multiple squares. It shows your empire growing into an urban greatness. With 1-tile cities, I might as well play Civ 4....it's a move in the wrong direction, imo.

25 Replies 17,805 Views

Further considerations when dealing with the outpost and the city: First, I would limit the number of resources that can be picked up by a nearby Outpost. An outpost is a defensible position. It should not have the same capabilities of resource collection compared to a city. This would give the added complication of building a city for the resources....or building an outpost for the defense. Spamming outposts to pick up every resource in the area seems ov

7 Replies 2,818 Views

A few things I would like to add about the differenciation of the outpost and the city: First, I would limit the number of resources that can be picked up by a nearby Outpost. An outpost is a defensible position. It should not have the same capabilities of resource collection compared to a city. This would give the added complication of building a city for the resources....or building an outpost for the defense. Spamming outposts to pick up every resource in the area se

83 Replies 236,725 Views

I had originally thought that they would have gone the same route of Master of Magic in regards to the races. Unique race attribute traits that stay with the city, even when conquared by another race. Over time the alien population would mingle and spead through your empire and the bonus (and penalties) of that race would also spread. This would give important strategic decision as to whether or not you want a specific race incorporated into your society. Alas, they didn't g

34 Replies 57,091 Views

Wow. Fantastic answers guys. Explains quite clearly the difference between a city and an outpost. Would like to reemphasis an idea I read in an earlier thread: Have outposts and cities built by different unit types. The outpost would be built by a scout, thus allowing faster movement across terrain until a sutible boarder is found. The city would be built by a settler, slower, yet with obvious benefit to expanding your empire. Don't know if the

7 Replies 2,818 Views