sweatyboatman

sweatyboatman

Joined Member # 2565212
1 Posts 47 Replies 16,368 Reputation

The first shot looks like a painting. The second shot looks like a game. And IMHO, that alone makes the 2nd pic far superior. I was a fan of the washed-out style of WoM/FE, but as a game we're better served by the crisper graphics and cleaner lines in the second pic. I cannot tell you how excited I am to never again move my champion onto a tile I thought was a plain only to have it turn out to be secretly a river or forest which stops hi

33 Replies 126,386 Views

[quote who="Lord Xia" reply="2" id="3317121"]I hope it allows dynasties too, deep ones with many choices. I want my Sovereign to impregnate an Umberdroth. And then the child will be raised by his Umberdroth mother, but once he starts to grow up he will recognize that he different than all the other terrifying nation destroying beast the other umberdroths are. He will leave his mother to seek out who he really is. He will then move to the East Villag

8 Replies 50,785 Views

[quote who="Sentinemodo" reply="25" id="3316623"] that would explain how AI is able to sign trade agreements, without meeting first, and/or being unable to meet - I've experienced multiple times a road through my territory, when I know they couldn't possible pass through it to meet themselves, sometimes as early as in tenth turn[/quote] My impression is that the when the AI meets another civilization, it gets access to all the civs that the new civ has already met (and al

95 Replies 99,791 Views

[quote who="Munchies72" reply="1" id="3315518"] For one is the AI able to recruit heroes from across the damn map. I had the AI recruit a lvl 7 hero that there was no way he had even discovered yet. I know because he (the hero) was in the middle of my territory and I had JUST discovered this particular AI across the map. [/quote] Or maybe the AI had a caravan that moved next to that hero? [quote] I have had this game shelved for a while and it is goin

39 Replies 37,984 Views

My vote was keep working on FE. To add my two cents, I think this question is absolutely crazy! From the perspective of a fan, there's no alternative. I can understand how, from where you're sitting, you could be burnt out on the whole Elemental concept, but I think it would be foolish to turn away from FE now. It sounds to me like your next step should be to recapture some of the enthusiasm and ambition from the WoM days and turn that into making the next it

171 Replies 744,702 Views

Technology and trade pacts boost your research by a percentage of your total. It'sd likely that you are under investing in research buildings. Since your base research is so low, the treaties have no effect. Try building more libraries and schools.

9 Replies 18,505 Views

[quote who="Nibelung44" reply="41" id="3309235"]Honestly I too am surprised by the low rate of feedback on bug reports we post in support. Most posts are not acknowledged, and most bugs reported are still there the patch after. FE is still a good game, but it seems that the crew is not responding since mid december.[/quote] Maybe after a couple years of slaving away making FE they decided to take a little break.

61 Replies 68,597 Views

[quote who="baddl" reply="34" id="3308857"] So my only explanation is that some (most?) players just don't pay much attention to what is really happening. [/quote] If that's the only explanation you can come up with, you clearly are suffering from a distinct lack of imagination. Having multiple crashes in an hour is [i]not[/i] normal and that, along with many of the bugs you report, suggests to me that there is something specific to your playstyle or your co

61 Replies 68,597 Views

#1 Road Building: Road-building between cities/outposts is a big headache. You shouldn't be able to build a road through enemy territory (or monster spawn points) and if there is a road, caravans shouldn't be able to travel that road unless you have a non-agg pact. The priority for roads built to outposts should be to go from a city to the outpost, hub and spoke style. Obviously, you don't want roads in parallel, but if you put an outpost near a city, the road it

221 Replies 591,539 Views

[quote who="Trojasmic" reply="14" id="3295656"] hey sweaty, what about when you just want to reposition your guy one square and then cast a spell? you can't! i'm not trying to run past him, i'm just moving one square and he automatically attacks which doesn't allow me to cast the spell. here's another example... you want to reposition your guy to let one of the cyrendrum demons take the kill shot so they can multiply? you can't! bec

19 Replies 5,664 Views

I am finding in 1.1 (and I think this might have been a problem in Frogboy's build as well) that tile selection has gotten a little wonky. This leads to weird outcomes like I click on one tile to move a unit, but the game registers my click as being on the top of a mountain (or other inaccessible spot). Given an unreachable destination, the pathfinding appears to go insane and sends my units off in random directions to destinations in the FoW. This seems especially not

1 Replies 4,123 Views

@Tiokon, while I think you underestimate the challenge in designing and executing an AI in a game as complex and dynamic as FE, you have a general point that is worth discussing. The person designing the AI needs to be (or have access to) a masterful player of the game. Otherwise, no matter how keen their AI skills, they face a real struggle to design an AI that plays masterfully. That however, is not a problem, thanks to player feedback on these forums and things like the

27 Replies 38,619 Views

[quote who="Trojasmic" reply="11" id="3293725"]It's the same reason why Brad lets the AI leave goodie huts around--FUN FACTOR. If the AI gobbled them all up, we wouldn't have any fun cuz we wouldn't find any treasure. It's not because the AI is stupid, it's because Derek and Brad are smart. They know how to bring us (rats) back for more.[/quote] Is that really true? Well, the AI tech thing might be working as designed, but IMHO that design

17 Replies 24,381 Views

The popup dialogs really break the flow of the game all to pieces. Stardock should consolidate all their messages (including level ups and carravan destruction) into the quite functional asynchronous notification system the game already has (the messages on the right-hand side of the screen). In this case, when a city or champion levels, the player gets a notification. Clicking on that notification will center on the champ/city and pull up the champ/city details page.&nbsp

13 Replies 27,251 Views