Interesting. I thought Elemental didn't wanna go for the classic Good-Evil / Chaotic/Lawful route and stay with Kingdom-Empire none of which are necessarily good or evil. It's a bit of a surprise but I guess at least people are familiar with the good-evil concept from other games. But, Gilden is lawful good? Seriously? These guys love money and mining. It's been a while since I read Destiny's Embers but if I remember right Gilden's leader went into a
Kobracan
Yes, I saw the faction modifier but think of the case you're playing 8 AIs, random races. You need to look at the modifiers for each pair one by one. Inconvenient. They should just be labeled as loyalist or rebel.
I selected random nations for me and AI and I can't tell in the game whether the AIs are loyalist or rebel. Unless it is by design, the game should tell you each player's alignment in diplomacy screen.
[quote who="Solam" reply="23" id="3090190"] Quoting NetNomad, reply 20 Quoting Heavenfall, reply 12 3) The Sovereign may cast a single spell in any battle his faction is involved in, inside his own domain - even if he is not physically in the battle. This will put the strongest magical character in the faction in every battle, metaphorically speaking. If you want the sovereign to cast spells outside his/her domain
Nice. Looking forward to trying Beta 2. Add me to the list of people who are glad to see caravans gone. I never used them. They seemed like too much micromanagement for little entertainment value.
Question: When settling a city do all the tiles around a city square (like Civilization) matter or only the settle square is the one that matters in terms of choosing for food and production?
This is one of the best game interviews I've ever read. The interviewer actually asked detailed knowledgeable game-related questions and the developer answered. Great interview!
Fairly simple suggestion really: Add the expected increase of gildar and mana next to the current gildar / mana at the top bar of the screen. Such as: Gildar 549 (+12) Mana 74 (-2) Also format the number green / red for additional effect. Seeing the expected increase right there lets us easily plan if we should cast that additional city spell that has maintenance without having to check if we a
I would also say that Maul is too powerful. I saw it on some monsters (weak-medium) that killed my sovereign and soldiers several times. I couldn't look up the exact effect but it is definitely too powerful. Also, is there some rounding bug with horses? I built on a horse resource which said 0.3 horses per season but it never accumulates. Is that how it's supposed to work?
I played for an hour and even as Beta, FE is many times better than WoM. More lively world, better loot and quests, better spells and tactical combat, actually different factions... Everything is more polished and better thought out compared to WoM. Looking forward to the release. Congratulations Stardock!
Very informative post. It's not often you get insight about how things internally work in the industry straight from the developer / publisher.
Thanks. I wonder why they used two separate words and two separate icons for it. It only confuses people.
What is the difference between morale and approval? Are they the same thing? There are planet tiles that gives approval bonus and there are buildings that provide morale. Are they really the same thing? It is a bit confusing.
[quote who="wbino" reply="40" id="2971813"] You guys sure this is not the auto- save?[/quote] Yes, also 100% sure it's not the auto-save.
I know why it's there. I am just saying it (technically) should be unnecessary given AI players can ally with each other which is what this update attempted to achieve. AI players aren't at an inherent disadvantage compared to the human player except that they are AIs. Extra challenge is nice but extra challenge through a cheat isn't so nice unfortunately.
Thanks for the huge update! I still see the 5 second or so freeze (sporadic) when I complete a mission for AI even after hotfix. This freeze didn't exist pre-1.3. My guess is maybe the game is re-calculating possible missions after a mission is completed and that causes a delay? The problem of AIs only bidding on you for pirates seems to be (mostly) gone after hotfix because of the AI relationship bonus nerf. The thing i
These look very nice. I've seen some very nice changes in these three developer journals. What I am curious about is this: After these changes will the AIs finally be able to form long-term camps and alliances. As a player it is easy to forge good relations with the AIs but what I want to see is lasting alliances among AIs and common friends/foes between AIs. That's what diplomacy really means to me. Looking forward to trying v1.3. <p
Thanks for the replies. Hmm good to know that there is a workaround. I'll try it. But then this is a bug. Auto-explore is supposed to work, right? Developers, please note.
I don't know the changelog for 1.19e (it's not posted yet) but I had this problem in 1.19d and 1.19e too: After playing for 30 or so turns when I click on "End Turn" nothing happens. It's not a crash to desktop or anything (I can still do everything in the game) but "End Turn" has no effect so I'm effectively stuck. I did do Alt+Tab a couple of times during the game but I am not sure if that's what triggered it or not. Has anyone seen
Great news on the patch! Thanks for not forgetting about this game. I am mostly a single-player player so I was wondering if there would be any AI improvements in the patch. I am not talking about a complete AI overhaul but maybe just fixing / improving on some of the known issues. For example: AIs handling of starbases... Instead of blindly attacking, AI could maybe skip starbases and go to the next planet if it thinks / finds out that starbase is something it can't ki
Great Dev diary and thanks for all the hard work. Not having read the entire thread, where do we get these experimental .EXEs? Do I need to hang out at the channel at the exact time they are given out?
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It used to be that you could see the housing status of a city in the build screen before it was replaced by the building queue tab. One of my biggest annoyances is when I go to the build screen I constantly need to go back and check whether the city needs housing. If the housing status of a city was readily shown when the build screen is up it would prevent a lot of clicking back and forth. Thanks.
Almost all of these are really good ideas. I echo others' sentiments in saying put them all in.
I really appreciate you guys working on this on a weekend. That's dedication.