[quote who="parrottmath" reply="22" id="3247905"] Quoting sweatyboatman, reply 21 like a pony Nope the wait is done... check the changelog for .984[/quote] Lol! Well I guess there's hope for Multiplayer yet! [e digicons]:rofl:[/e] Wait a minute a pony? That's not nearly enough! [e digicons]:waaaa:[/e]
sweatyboatman
I agree, a well implemented, balanced, bug-free and lag-free multiplayer would be an awesome addition to this game. I would also like a pony, but I think there's a waiting list for that as well.
[quote]How can the AI kill a dragon?[/quote] The same way you did. Shrink, Blind, Curse and then pound on it with fire-resistant units until hopefully it dies. Does the faction AI cast any of those?
I haven't crashed since Beta 3 (though I did get a graphic glitch that forced me to quit in .980), so I think it's reasonable to put the release date as two weeks from now. The game is relatively stable. It looks amazing! The after action report that Brad just finished up was literally awesome. There are still relatively big balance issues (see the recent discussion about Blind and the weakness of the Death magic tree), there are still some glaring AI issues
Why is the AI too busy to talk?
Well the sov grants them immortality I suppose. Part of the deal when they sign up. ThoughI would be okay with champs respawning though maybe elsewhere on the map. The op'suggestions are terrific!
It seems to me that smarter monsters which have lairs should target whatever is pushing ZoC (or they should try to move out of the ZoC, if they're cowards). Less intelligent monsters could target any improvements that are within movement range of their lair. I often find myself expecting that a monster, freed of its lair, will go and destroy the outpost/city that freed it and then return to settle onto its lair once more. I consistently think that will ha
[quote who="Kongdej" reply="16" id="3241746"] I think the most interesting mechanics would be to be able to spend time curing injuries off heroes, because this in turn would also allow for heroes to be slightly weaker. That and monsters should have less overpower and more stuns etc. so you would need to bring more than just your sovereign to kill stuff. [/quote] I don't see why some most wounds can't be curable. Maybe just through a low %chance to cure fo
Guaranteed permadeath as you describe wouldn't do anything to make champions balanced. IMHO, "balance" comes down to the fact that the AI currently doesn't use their heroes as well as good human players would (for example, I have never had an AI champion cast a direct-damage spell). Champions are balanced against each other, but the AI just can't keep up with a competent player. So by the time the player is ready to go to war, his champion is 5-10 levels
[quote who="Frogboy" reply="63" id="3241533"]The theory is that it's related to simultaneous turns. That is, the monsters move at the same time the players do and monsters are only allowed to move 1 tile per turn (not sure if anyone noticed that before). So they tend to end up where the AI unit was previously. Whereas, a human, being slower, wouldn't get their unit out of the way in time. So even if I explicitly target an AI unit, the monster might have trouble getting him.
It would make the game very focused on micro-ing your units. Would I be able to move my master administrator around between cities? Like, could I start a 7-person unit in one city, then the next turn scoot over to another city and start another 7-person unit, and then the next turn... Or would my administrator be stuck in the city while the unit was completed? I guess the idea is that each faction has a LOT of heroes running around. Or rather, not running aroun
Brilliant! Hopefully they can do this.
[quote who="cardinaldirection" reply="6" id="3240893"] Quoting sweatyboatman, reply 3 But heroes are not just another unit type. They are the focus of the game. To my understanding this is a strategy game with rpg elements, not the other way around. I could be wrong though?[/quote] You say potato and I say potato (but I pronounce it correctly [e digicons]:grin:[/e] ). It is certainly a strategy game with rpg elements. However, the rpg elements a
No. (Disclaimer: I am not [e digicons]:frogboy:[/e] ) This idea, which rears its ugly head in forum post after forum post, presumes that heroes are just another unit type; along with trained units and monsters the third point of the triangle. And so they should all be balanced against one-another. Heroes kill monsters, monsters kill troops, troops kill heroes. Just like Age of Mythology (and dozens of other games). But heroes are
or a save
The simultaneous turns really does set up a conundrum. The clearest benefit is that the AI can calculate its moves well in advance, which means no waiting when you end turn. It's also pure on a theoretical level. Everyone moves at once so there's no advantage to going first. The game is not "real-time", obviously, and you want to give the user the impression that they are taking discrete turns. So the player gets a special benefit: nothing moves while the pla
The guy is flying over the castle, I'm pretty sure. Though I do sometimes find it hard to tell what buildings are what inside the city. Here you go: http://dl.dropbox.com/u/6130973/FE/PreviousAutoSave.EleSav It's the northern-most city. Also, noticed when looking at it again, rotating the camera, the light source doesn't rotate. So when you get to the dark side all the colo
[quote who="Kongdej" reply="13" id="3240337"] Quoting Frogboy, reply 11There's not a lot to it. A couple random rolls and a get closest enemy unit. I think the problem is the lack of monster intelligence and random rolls, if the monsters would like "Always" attack units near them, we would see a considerable amount of attrition on all sides, but also the monsters would not feel as picky about what they attack. Sincerely ~ Kongdej[/quote] This. 
[quote who="Frogboy" reply="89" id="3239985"]Great feedback! the biggest bug in beta 5c, IMO, is the lack of player interaction caused by fow uncovering not initiating relations. That has massive negative repricussions on the game. [/quote] Yeah, that's a nasty one. I am glad to hear that these things are being addressed. I rated it Poor because of the AI deficiencies and the schizophrenic monsters, but that's just because those things are my pet
[quote who="Kongdej" reply="1" id="3239885"] I think the problem lies in ranches and they're downgrades (The natural resource that provides horse) does not use space, so you can build cities on top of them. Sincerely ~ Kongdej[/quote] Did you mean to reply in this thread? Though that does sound like a problem, I have no ranches and did not build my city on top of one. This is a screenshot of the fortress tile and that guy is flying.
I just got my fortress city to level 3 and I picked the level-up bonus of a Watchtower (+5 initiative and +1 Catapult when defending). Terrific! Though it appears the art for that improvement is not yet in the game: Either that, or my city is home to the Flying Guardsman!
Is the FE engine capable of calculating this tactically (rather than per attack). I would like to see something that takes into account the number of units in the tiles around you. If the numbers are about even, then no penalty. If your unit is facing off alone against say 3x their number then they get a debuff (swarmed) and lose initiative. Similarly,if there are units on three sides of your unit you get the debuff (flanked) which would reduce armor and accuracy. That would b
[quote who="Kongdej" reply="15" id="3238401"] Quoting sweatyboatman, reply 14 Damage scales with strength (8 + strength/2?). Whats this strength your talking about? They phased that out in beta 4 I think it was. Sincerely ~ Kongdej[/quote] [e digicons]:moo:[/e] well whatever...
I know it's been a problem forever, but I had thought progress was being made as of the last patch. My heart literally dropped when I saw that pioneer sharing a tile with the mites that should have killed it. I really don't want to concern troll. I hate the posts that say, XXX must be fixed before release or FE will be a disaster. But this is bad. It's really bad. Watching the AI waltz through monster infested territory and spring up outpost after o
What I would do: No mana cost (it's not magic) but it takes two turns. Put a two turn cooldown. Has a chance to stun (or does that come automatically with blunt damage). Damage scales with strength (8 + strength/2?).