I would like to know, if other players have perfomance issues as I do. First of all my PC specs: Windows 7 64bit Processor: Icore 7 at 3,4ghz Ram: 6Gb Ram Graphics Card: Geforce GTX 570 Soundcard : X-fi Titanium HD HDD: 240gb Revodrive X2 SSD I do have latest drivers for everything I have got in my pc. Sound, chipset, graphics, SSD all of it. Also I have tried different settings in game and dif
Omnax1
Most importnant: We need to be able to choose, from which side we want to attack. If I have got enough movement, I want to be able to choose If I want to attack from the side, front or from the back, at the moment its completely random and does not feel right. Abilities allowing to do more dmg from sides or back would also be nice. Simply put, I want to be able to choose from which square I want to perform attack. Anyone who has played Heroes of the might and magic should
Hello :-) I have just fired up FE and tried to play with the settings a bit and would like to provide some very basic feedback, I did not play the game yet, just checked out all the screens and tactical battles and made list of things which I have noticed. - I want to see clearly how much more moves I have got left on my units. - Need to see how long it takes to get somewhere and also route (will be added, just reminder) - In combat, if I mouseover at en
My biggest problem with no MP part is, that I have pre ordered Elemental a year before release, I was here from first beta and also at release which was disappointing to say the least. I do remember all the dev jurnals, and frogboy posts about MP, different leagues (which I have found stupid idea anyway) etc, but point is. I bought this game because it ment to have MP, but I have never really experienced it. And now, when I have waited another year and a half for FE which finally look
[quote who="Illauna" reply="9" id="3057252"] Quoting Omnax1, reply 8Lack of multiplayer, and maybe in the future. For myself, huge dissapointment, as the game was always promoted as MP ready and I really wanted to play it with friends. Huge blow for me did not expect this at all... Well I guess it all looked too good to be true and something had to go wrong. It is sad to see that in a age where all games trying to go online and add online functions and features we get game which do
Lack of multiplayer, and maybe in the future. For myself, huge dissapointment, as the game was always promoted as MP ready and I really wanted to play it with friends. Huge blow for me :-( did not expect this at all... Well I guess it all looked too good to be true and something had to go wrong. It is sad to see that in a age where all games trying to go online and add online functions and features we get game which do not even support it. I know that turn based games and not really m
I like all the graphics and style except for the ugly faces :-).
[quote who="id_est" reply="19" id="3054692"]Ok Stardock, you do the incredibly hard thing - divide attributes and combat stats! But, you have another, more dangerous mission - show us dependence of the stars of attributes. Come guys, you have no ui designer at all? Imagine that you see this game for the first time, and you need to answer the question: what does each attribute do? If Strength affects the Attack, then why Attack stat is under Dexterity? Why is the history window is in the middl
[quote who="StevenAus" reply="14" id="3054608"]Yes, Age of Wonders had wonderful unit descriptions. AoW2 didn't have them and the game felt more like a "game" and less of a "world" because of that.[/quote] Aow, AOW 2 and shadow magic had descriptions as I remember.
[quote who="Sir_Linque" reply="15" id="3054620"] Quoting Satrhan, reply 13Have you ever played Age of Wonders? One of my favorite parts were the unit discriptions. They were all in another tab from the unit's stats and abilities, but that didn't stop me from reading every single one of them. But you are not me. I don't spend time to click a "Lore" button separately to pause playing. If the text is readily available, I will read it every now and then though.[/quote
Looks good, I am really interested in tweaking the colors. I hope I can get somehow rid of that blurry picture or washed out as you have mentioned. Also, did you think about hiding History part under the tab, rather then having it together with spells and stats? It would give you a lot of space there to have everything sorted out nicely. You can sort out spells and even include other info, like special attack which hero has? :-)
[quote who="Frogboy" reply="38" id="3051840"] Quoting Omnax1, reply 34 Quoting Sir_Linque, reply 33I don't know if I like the raise / lower land spells too much. The visuals of the unnaturally raised mountains are pretty ugly and kind of lay waste to interesting aspects of a map. Are you completely sure that the land modifying spells are contributing to the game in a fun way? I had same feeling about it. It kind of make hills and special m
[quote who="Sir_Linque" reply="33" id="3051768"]I don't know if I like the raise / lower land spells too much. The visuals of the unnaturally raised mountains are pretty ugly and kind of lay waste to interesting aspects of a map. Are you completely sure that the land modifying spells are contributing to the game in a fun way?[/quote] I had same feeling about it. It kind of make hills and special map locations pointless. Would not be so bad if it would tak
I really love the last screenshot with all different lands, it looks really great !! can not wait for beta :-). Just remember guys, do not rush :-) take your time. Polish is what make good games great :-). It finally start to looks like you might have an winner in your hands. Hope it will turn out great, for both of us :-P
I really think that "History" part of the Unit or Champions screen should be hidden under another tab. Maybe spells too. It would give you more space to nicely show stats and perks which are on the character portrait and also seperate them in different manner. Story is nice, But I do not think it has to be showed all the time. As Stats, spells etc are more important for actual gameplay. Also, some simple use of colors in UI would help a lot. Blue, red, yellow would help to get info fa
I have to say that I was really looking forward to the first beta of FE. I do remember first beta of WOM and I wanted to see all the great stuff you have been working on guys. However, I hope that you will spend as much time as you need to improve, polish, and add features as needed. If you still feel like there is too much to do, and you know about all those problems which needs to be addresed first, then do it. There is no point to b
[quote who="Stant123" reply="5691" id="2974972"] Quoting -Ue_Carbon, reply 5688Does everyone relize that pirate strength raid depend on several factor not including bounty? Trade/Refinery Port and ships, and I thin overall Income of target. So your options is even with tweaking is to make them Vanilla strenght or suck it up and give your ships an inspiring speech and proceed to kick ass and chew bubble gum. Yes, we are aware, but the fact of the matter re
Hi, I have to say, that I have tried you pirate fix ryat and it does not work 100% times. Sometimes first wave was about 10 ships, but I do experience quiete often waves of hundreds of pirates... so there is still something broken about them. If you will have time to have a look at it, I would be really greatfull.
[quote who="Draakjacht" reply="5638" id="2972381"]So did you tweak the files in the mod folder or in Diplomacy directly? And I can't take the credit, I just remembered Stant mentioning it.[/quote] Yes, I have modified the file you said. I have looked at the same file in a vanilla game (diplomacy). Copied entire pirates section, from there, and pasted it into Distant Star. Worked well and pirates are fine now. No error at all. Thx fo
Well you have still helped me :-). Never edited anything in SotS but you pointed me in a right direction. I have found this settings and the same file in diplomacy, and copied entire pirate settings into distant stars, and instead of 100 ships, I have got 9 in first raid. Which is completely fine. I am not expert in this, however settings in distant stars is very different from vanilla one. And it seems like min and max values on each ship class create those crazy numbers.
just tried your settings and it did not work. I made small random map againts one easy computer, just to try it out. First raid after 20 minutes, was arround 100 SHIPS !! no joking. Computer bidded only 250 credits againts me. Ridiculous :-)
Hi, I have got same problem. Pirates are way overpowered. first pirate raid contains about 30 maybe more ships. Its impossible to defend againts it. It seems to be like this since last update. Can someone have a look at it pls?
I did not read all the replies however... I do believe that special abilites and attacks should be limited. Giving a unit better attack will not make combat more tactical... But giving a unit one time special attack which can be usefull depending on situation can make combat much more interesting.
It looks quiete good, but I would like to point out few things. Its hard to recognize difference, between cities which does build something and others which do not. It would be nice, if you used more color codes, for various things, so one can fast recognize if is anything wrong. second thing, to reach this city menu, I have to click 3 times. I believe, that we need more features like this, but they must be accessible immidiately. Wi
Without reading any reply... I would like to point out, that two most common things, which people are complaining about combat are: 1. Randomness 2. Seperating movement and attack points. And its no wonder. randomness is good for replayability but it must be within certain boundaries. Combat must be somewhat predictable, so people can actualy use strategies and planning. For seperating action points to