Dr Franknfurter

Dr Franknfurter

Joined Member # 2194179
6 Posts 187 Replies 816 Reputation

(I was bored and added names and silly descriptions to my uploaded pictures... because why not?) Examples of missing textures/tiles/unit info: <img style="vertical-align: top;" src="http://i40.photobucket.com/albums/e248/DrFranknfurter666/2014-10-31_00002_zps60ecbb97.jpg" alt="red grass" width="1024

29 Replies 40,714 Views

HenriHalk, Items are returned to the pool automagically now. Is the request that items should be lost in future? I'm not saying I'm against it, just after testing last night I killed my heroes to test other things and noticed that for the normal troops items aren't destroyed.

40 Replies 171,969 Views

Hero death now causes doomsday increases *as well as* injuries. See below for poor injured Peregan: <img style="vertical-align: top;" src="http://i40.photobucket.com/albums/e248/DrFranknfurter666/2014-10-30_00038_zps04c72726.jpg" alt="died in the name of testing. Or at least sprained

29 Replies 40,714 Views

I just had a strange bug. After an autoresolved battle during the enemy turn the game became unresponsive, animation moved but I couldn't click anything (escape did nothing) then every window started opening (spellbooks, quests, crafting etc.) after closing them all I was left with the screen empty but for the background animated flag... sadly the autosave doesn't trigger that bug. (A different unit attacks, the unit dies instead of winning and doesn't trigger the b

29 Replies 40,714 Views

to franco fx, " (Fun fact: Alpha Centauri wasn’t called Civilization because Firaxis and publisher EA didn’t own the rights to the name. Firaxis regained the rights to Civilization when it was bought by 2K, but the rights to the Alpha Centauri name remain at EA.)" From the ign review here: http://uk.ign.com/articles/2014/04/12/firaxis-revisits-alpha-centauri-territory-with-civilization-beyond-earth

43 Replies 278,413 Views

Amusing bug - you can equip Peregan the ranger with a sword and keep your ranged lethal shot ability (so he actually is much more effective). But for normal attacks he runs up and shoots them at point-blank range. Talking about blanks... I don't know if it's helpful to point out the missing art/text files or not... I've been taking screenshots but it seems pointless to upload them as they're obviously just not in yet. (rather than being in but wrong/buggy).

29 Replies 40,714 Views

Falcon unable to move on turn summoned, despite having 6/6 moves - I think it's using the lowest remaining move of the group, but it should be able to split from the group if it has more moves than the other units. (Old issue but I thought I'd say it again, new beta and all). Also after splitting it has 1/6 moves. (i.e. group move of 2 used instead of unit move of 6) The third picture is the seagull struggling to fly over difficult terrain. (costing 3/6 moves per square despit

29 Replies 40,714 Views

Balance notes: Stalkers, Varda the slayer and Tandis are still overpowered due to the ability 'Maul', which multiplies damage on units already having high initiative, movement and high base damage. Especially Varda... who gets even more movement, initiative and damage when alone. Peregan the ranger is very weak and lacks a craftable bow option at the game start. Feels a little unloved. Pines over the loss of dead pet seagull.

29 Replies 40,714 Views

Thanks. Additional movement bugs: Testing the other movement boosting abilities. Here a group of two units, one with pathfinder adding +1 move. 5 moves and 4 moves for the two units individually, making a total max move of 4. The group only gets 3/4 moves a turn. For the first turn the movement still reads as 3/3, sometimes it updates to 4/4, other times it seems to stick at 3/4... <img style="vertical-align: top;" src="http://i40.photobucket.com/albums/e248/DrFranknfu

29 Replies 40,714 Views

First bug that wasn't a missing graphic: Tyrant sovereign skill motivation causes all units to have negative movement and be stuck forever. See picture.

29 Replies 40,714 Views

I'd say complex crafting gives you more stuff to play with (so more fun for me at least), while unrest ties your hands a little. Playing with tied hands can be fun, but sometimes I agree you don't want to have to get out a spreadsheet or a pen and paper to work out what's the best way to play. On unrest, fiddling with tax rates each turn (or ever) in FE/LH isn't something I enjoy. But at least unrest was integrated into the mechanics well - affecting lots, linked to pr

40 Replies 171,969 Views

Tattyhat - I'd say it's simple compared to crafting normally but complex compared to a shop. As a shop (which it is currently) it has a poor interface (a big list, not icons as in FE/LH) with dozens of forgettable resources (unlike having just gold). So it's harder to judge how far away a craft option is, or knowing what other items are using those ingredients that you'll no longer be able to make after crafting. Also you have the issue of checking back after each batt

40 Replies 171,969 Views

There was talk of limiting hero levels to a max of 10. It would add hard choices (which 10 skills to pick). But it also means you'll hit your cap much sooner, exacerbating the problem of having too much xp and advancing too quickly. (With even fewer ways to spend the xp once you've maxed your skills, causing much of it to be wasted). In response, here's a mock-up of a xp-distribution wheel: <img style="vertical-align: top;" src="http://i40.photobucket.com/albums/e2

37 Replies 231,087 Views

Today's design-comment of the day begins with something purely cosmetic and minor: Unit Icons. Currently they're just low resolution tiny squiggles... but what could they look like instead? Here's a mock-up. No new art, just cutting out a unit and sticking it on as the icon.

37 Replies 231,087 Views

Interesting point. But I think there is already one choice, the trade-off between making inferior weapons early for rushing to shards and quests. Or to save them, fight harder battles or pick weaker enemies and wait for a super overpowered item to add to your hero. I'm not sure I'd in favour of encouraging the player to make lots of lesser items like rings of +3 defence and equip them on every single troop. It'd be a micromanagement burden and the annoyance of losing them

40 Replies 171,969 Views

I'm sure there are lots of ways of encouraging tough choices with skills. Limiting heroes to level 10 feels like a painfully low cap. (I dislike hard-caps anyway, even if you have certain sovereign skills to increase it by a few levels.) I think if it's a case of wanting you to pick 10 skills from 20 an easy change would be to add another 20 'stat boost' linking skills. Everywhere there's a linking line currently add a stat symbol that adds +5 HP/dodge/accuracy/mag

19 Replies 40,176 Views

I'd say sequels have this problem: Familiarity, safeness and refining old works is a good way to keep customers. Novelty, uniqueness and breaking the mould is a good way to attract new customers. The two are a contradiction, which makes each sequel a compromise between two conflicting visions. Added to that each designer's enthusiasm and productivity is linked to which of the two aspects they side with (it's a waste of resources to have unhappy devs making a g

43 Replies 278,413 Views