You mentioned time slices/ticks. Have you considered an action point system similar to many other games with tactical combat (like shadowrun:dragonfall or xcom:enemy within)? Right now my sovereign can move 4 hexes if nothing blocks his movement and then he can do an attack. What I would like to see is that everything has a tick/time slice cost. So if a round has 20 ticks, then moving one hex costs 5 ticks, doing a basic slashing attack costs 10 ticks, casting a basic s
killswitch469
What did you guys think of the FPS demo?
I like your ideas 1 and 2. I unsure and slightly against idea 3.
I agree that the game has way too many jokes and I would like to see it pared back. I haven't laugh, giggled, or even smiled at any of them, maybe even groaned at one or two of them. If I was actually amused by the humor, then maybe I would argue to keep them in. However, I'm not and I agree with a previous poster who said it made the game feel amateurish, which is sad because the intro video and most of the game come across as really polished. I guess in the future when my vi
On Ruthless Vision The malevolent choice should be Forcibly Volunteer [volunteer] the least popular a [remove the a] crew member from each ship to undergo the transformation, giving them a chance to make something valuable of themselves .
I am experiencing the issue. I was also playing as Krynn on a huge map all other races as AI (difficulty gifted). Here's a save, when you load the game it should be stuck on wait. https://dl.dropboxusercontent.com/u/77858773/kyrn%203.GC3Sav
I saw a double feature of Guardians of the Galaxy and Rise of the Planet of the Apes at a drive in theater here in the US.
Here's what I like First I like Elemental: fallen something, like fallen enchantress, it uses what you already established and can build on it Elemental: Fallen (whatever) ex. Elemental: Fallen empires; Elemental: Fallen heros; Elemental: Fallen warriors; Elemental: Fallen age; Elemental Fallen mages; etc Next I just like elemental and a second name; elemental might be damaged right now, but I think a sequel if its
Sounds cool. I wish you guys luck with your mobile games division. However, I hope you don't become just an iOS developer. I hope you guys come to droid (and even WP8 at some point) ASAP. I haven't found many games in the google play store really to my liking yet. So Stardock's entrance into the mobile games market interests me.
I think you should continue expanding on FE:LH. More patches, DLCs, and hopefully one final expansion. Hold off on your other games for a while. Those games will all need to be 64-bit only, Win 7 and higher games, played via steam. So waiting will just let more of the market meet those requirements. Plus maybe if you have a good idea for one of your new games, (diplomacy for example in GC:3) just work a version of the idea into FE:LH:Exp and test it out.
Also with the AI valuing metal at 0, it only seems to do this if it thinks it has "enough" metal. I've seen it do the same thing and I've seen it also occasionally value crystal at 0 if it has a large surplus.
The ability to set the AI's personality traits (stuff like greedy, paranoid, etc.) on the customize opponents screen.
Give me a +/- button on the minimap and tile info screen on the lower right and one on the faction power chart on the upper right (just like for units, cities, and quests).
1) On the main map, I would love to have arrows on the city info, army info, and outpost info bar on the lower left hand. That way, I could click through all my cities, rushing, changing production etc, without ever leaving the strategic screen. Manage my armies, etc. 2) Give me those same arrows on the outpost upgrade screen. The screen that takes you away from the strategic screen. 3) Give me an upgrade all choice for elemental temples/shrines and also for outpost upgrades.<
I'd like to do a mod that has those two features, a higher penalty for cities that aren't contiguous to your capital (like maybe a 25% or 30% unrest penalty instead of the current 15% penalty), slower roads (2 or 3 moves instead of 4), and no trade route treaties. So you would either have to build roads yourself, or have an uninterrupted set of boarders up to a neighbor before a road would appear. Ideally, if an outpost is cut off by An intervening city or outpost getting captur
My goal isn't to limit the number of outposts, what I'm seeking is a Max distance between outposts back to other outposts or cities. I would like to make expansion a little harder and a little more gradual. No more Sending a settler half way across the map to grad some resources with an outpost.
I did turn off random events, yet it still happened.
Is it possible to limit the "free" roads to cities and outposts to territory inside of a player's boarders only? I hate when I capture a city completely across the map, then suddenly a road appears from my territory to enemy territory. Also is it possible to limit an outpost so that it can't be built more than 5-10 tiles away from current cities and outposts? Thanks for the help.
Here are some saves. https://www.dropbox.com/s/x11r4jf1jq48qaa/AI%20test%201.EleSav https://dl.dropboxusercontent.com/u/77858773/AI%20test%202.EleSav https://dl.dropboxusercontent.com/u/77858773/
I set it for no quests, but the master quest dragons and treasure chests were still in the game. Although I had disabled the master quest as a victory condition.
I created a game with no monsters, no wildlands, no random events, to test the AI but a little over half-way through the game, suddenly a storm dragon, stalkers, and titan imps appeared across the map in the fog of war. Anyone know why this might have occurred? I can provide saves if necessary.
[e digicons]k2[/e] I already bought it, but the main reason was I to support the game, not because I thought 31 items, and 2 bad gag items, were worth it. The addition of 19 more items would bring it up to something worth buying on its own merits alone.
I hope we get a monster DLC.
I also agree with the OP. I went ahead and bought the loot pack to help support the game, but here is my problem with the bunny slippers. 1) They break game immersion for me. As mentioned earlier it's a dark and apocalyptic game world. Bunny slippers and giant lollipops just don't give me that feel. I would rather only have serious items. I came across the my little pony gag, and it was less obvious. Still slightly irritating but not nearly as much as this. The
It's situational, but usually, I'd take the 3/3/3 over the 4/3/2