TheProgress

TheProgress

Joined Member # 3164811
64 Posts 840 Replies 22,020 Reputation

[quote who="Winnihym" reply="88" id="3098862"] Releasing something that even has a 1% crash rate will likely cause a PR nightmare.[/quote] I agree with your first statement, but are you serious? There is not going to be any "PR nightmare" from a crash rate of 1%.

142 Replies 290,750 Views

I'd like to vote for performance, but given how I'm still running XP Pro and a dual core CPU @ 3 ghz, I know that building a new comp should greatly improve the performance. So with that, faction differentiation definitely gets my vote, followed swiftly by AI (strategic and tactical) and finally tactical battles.

142 Replies 290,750 Views

Things to make factions more unique: Unique spells restricted to certain factions. Special, other species (ie, species other than the faction) units that provide something unique. There is no point in giving a faction a unique unit that just appears unique - it must provide some unique ability or mechanic. Meaningful bonuses: for example, trogs could ignore 50% of blunt damage. Unique game mechanics. One faction has no use for gold, another faction

100 Replies 224,275 Views

[quote who="DarkGaldred" reply="10" id="3096514"] Quoting jamie slaughter, reply 9 How about just pulling a CIV and have worker units to build roads and construct the all of the various improvements? Please, no! That is just tedious micromanagement that should not have its place there. It already bores me to death in civ, I'd rather not have the same to do there. [/quote] I agree. This also true for players that want to partake in guerrilla warfare: becau

12 Replies 50,199 Views

[quote who="Lord Reliant" reply="1" id="3095399"]Can you expand on your first point? Is this an animation issue primarily?[/quote] It could be called an animation issue, in the sense that units are put into motion (ie, animated) by the game in order to move them between their current point and their destination. But no, I'm not talking about actual animations that artists are responsible for. This issue is, when a unit is moved, they are immediately given a movement velocity and m

12 Replies 50,199 Views

I finally gave 0.86 a try and am at this point cautiously optimistic that the game will be a great success. There are however a number of issues I'd like to bring to the attention of the developers; I'm sure many of these issues are already well known, but in the off-chance that they aren't I'm writing them here in hopes of making FE as good as possible! Units on the tactical map, and the strategic map too, need a sense of weight. Right now, they are instantaneo

12 Replies 50,199 Views

I cast tremor on an enemy army, causing them to be stuck for 2 turns. Two turns after casting the spell, I attack the enemy army with one of my own. Just before the tactical battle pops up, I see the enemy army oddly move on the strategic map, even though I just initiated combat. I defeated the enemy army on the tactical map. After viewing the results of the battle, I'm informed that an improvement (scenic) was destroyed. This improvement was adjacent to the tile that the enemy army magic

2 Replies 1,859 Views

Hey Brad, if you guys are going to attach tactical bonuses to the terrain, please make it obvious what each terrain tile is at a glance. In terms of height / slope, this means providing a set number of terrain tiles: instead of dynamically generating 100 varying slopes that range from nearly flat to steep, please limit the tiles to flat, gentle slope, steep slope. The reason is, no enjoyment is had from having to hover your cursor over nearly every single tile before you can determine

62 Replies 44,791 Views

The best approach isn't to "counter" kiting, but is to make the AI aware of why kiting is a danger. IE: kiting is used to pull 1 or more enemies from a far larger group of enemies, dividing their power. Make the AI aware of the importance of keeping units in a formation and prevent them from allowing isolated groups from wandering.

218 Replies 399,824 Views

I've learned two over the past three years: 1. Work at least as hard as your hardest working employee. Just because you have people working for you, doesn't mean you can relax. 2. Learn the difference between true criticism/flaws and negativity/fear.

33 Replies 60,235 Views

Catatonic Caravans Revolting Ruffians Demonic Dermatologists Bloodied Brutes Sleepless Surrogates Wryly Wives Monstrous Mothers Warted Wargs Violent Vandals Lopsided Lumberers Acidic Assassins Ruined Robbers Pickled Pikemen Sour Swordsmen Spindly Spearmen

44 Replies 24,702 Views

[quote who="Mmrnmhrm" reply="70" id="3070087"] Quoting TheProgress, reply 69"I'm no artist, but I..." "I know nothing of DirectX, but I..." ...and? The forum is full of game design opinions and I doubt there's a professional game designer amongst them.[/quote] So you'd have no problem letting an artist service your engine and letting a mechanic dictate your interior design? There's a vast difference between giving an opinion and acting.

117 Replies 418,241 Views

[quote who="dragoaskani" reply="65" id="3065291"] I already showed everyone how to fix it in this thread. Go back a page, download the version of c++ 2005 you need and then install. Now you can play. [/quote] No! I think I'll pout some more instead. [e digicons]:hrmph:[/e]

75 Replies 231,439 Views

I just installed the beta today and skipped ahead and put this new build into the FE directory. I try and run the game and get "This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem." Yay. [e digicons]>_>[/e]

75 Replies 231,439 Views