razor436

razor436

Joined Member # 3365592
32 Posts 85 Replies 339 Reputation

I stopped playing beta 3 after one of the initial releases. At the time, I thought the core game mechanics were not working well together and was doubtful they could be improved enough to culminate into a good game. Thankfully, beta 4 has proved me wrong and has renewed my hope for a for FE. Now I'm going to start criticizing. After all, that's what forums are for! But, I just want to let you know I like beta 4. Quest Sp

0 Replies 2,258 Views

When a "Brothers Sparus" and an "Unfalling Legion" unit atack one another (doesn't matter who is attacker), there is an infinite attack animation loop and the only way to escape is to do autobattle. (Have a save, but couldnt' figure out how to upload it :( ) When you select a unit (one left-click) on the world map and see his stats in the bottom left corner of the screen, those stats do not update after casting an enchantment like "Burning Blade" until you selec

1 Replies 2,570 Views

[quote who="UmbralAngel" reply="1" id="3199835"]I think changing the research mechanics is probably too big of a change at this stage of development.[/quote] Ya. You're right. I'm expecting nothing to change. I just wanted to fill the heads of the developers with new ideas to work with.

12 Replies 48,285 Views

Since I am bored, have nothing to do, and without a life, I have taken upon myself to redesigning FE's tech tree from scratch since I, as gamer for life, am much more capable than professional game designers (sarcasm). Of course I am a long way from finishing, as I am discovering that I need to add new game features / traits / spells, to keep ideas fresh and not rehashing similar things over and over. Anyways, I am writing this post to share two solutions I came up with to problem

12 Replies 48,285 Views

[quote quoting="post"] I realize FE is still in development, but at this point you guys probably have the major features set in stone. Here are some things I feel is missing from FE, and thus really should go into the sequel. Or you could read it as a list of things missing to take the game from "good" to "great" at release. 1) Sieges. The cooler this is the better the game will be. Mid- and late-game are all about capturing cities (at least it is right now beta3) so it needs

65 Replies 176,552 Views

Given the number of resources on the map, I think that we have to build too many outposts. I suggest increasing the outpost's ZOC radius by 2, to a total of 4 squares. Also given how fragile outposts are and how easy it is to pillage the resources they supposedly protect, I think changes are in order. First, outposts should be granted free militia units like cities. The number of militia units can be a function of the number of turns the outpost was up, or some other factor. Secon

3 Replies 3,721 Views

Introduction The monsters look really good: nice variety, unique, good animations. But let's be honest, the tactical battles are dull and repetitive. It's always "bash the monsters to a pulp in melee combat" for me. I never had to intelligently design a specialized army to fight a monster. And although monsters use their skills at the beginning of battle, they are quite ineffective, and ignorable, and th

7 Replies 6,636 Views

Do fire elementals attack with fire damage? I'm pretty sure they do. In fact I'd bet on it. I could even find out for certain to see if their damage is affected by armor. But going by the Hiegernomecon and tactical battles, it is not visually obvious to me. Please, just color-code the damage. Fire damage can be red . Cold damage, bright pink . Death damage, neon green . Look, I

5 Replies 27,343 Views

In my current game, Magnar sent one of its champions to take me out solo. Ignoring the fact that the champion really had no chance against me, something surprised me about that champion: he carried the scars of over ten injuries. One advantage that humans have over the computer is that we can take a good look at an enemy army, be it AI or monsters, and have a estimate pretty well whether we can take them on or not with minimal losses. I think we could simulate this in an AI opponent:

4 Replies 26,936 Views

When creating a new game, and I can choose which AI difficulty to play against, I think the tooltip descriptions of the difficulties are wrong. Now I know in much older posts we talked about there being an AI difficulty which is the most intelligent, without being favored with any bonuses. I'm guessing that would be the Normal difficulty level? "Normal AI progresses the same as the player and possesses</strong

2 Replies 2,550 Views

[quote who="sweatyboatman" reply="18" id="3057865"]For those, like me, who can't remember whether or not they preordered, it's listed on the myaccount/orders page here: https://store.stardock.com/myaccount/orders mine was listed like so: Elemental [Pre-Order] (Digital Download) Where dem beta emails at? I done pays my money! [/quote] Thanks, now I can rest

84 Replies 71,260 Views

[quote who="Barrynor" reply="25" id="3057752"] Thanks Island Dog, I did, because although I did receive the email for the beta, there's nothing listed at all at my account... and I got the email on a different adress. Something is not right, and I want my disease![/quote] When you login to the stardock store, use the same email address you used to login to impulse.

115 Replies 148,911 Views

Notice the people in the stands who came to watch the battle. If I heard Relias was gonna die, I'd be there too. I hate that guy!

12 Replies 14,650 Views

Great post Derek once again. I fully support the Faction traits and unique units. I am a bit confused though: do the unique units come at a discount or not? If another faction can custom design units to match the unique units of other factions, what is the point? Well I hope the base stats of a faction's units will prevent that at least.

110 Replies 311,528 Views