[quote who="Heavenfall" reply="114" id="3241884"]Heroes are not dependent on empire development. Heroes progress on their own.[/quote] As I have explicitly pointed out, yes. [quote]The solution I proposed changes that. In order to effectively build your heroes, you should need to spend resources to do that. Without such a solution, there's no way to equalize the progress of heroes with the progress of your empire.[/quote] You solution was to half their XP gain, tha
taltamir
Nerfing champions into oblivion would NOT achieve brads vision where the player chooses to invest in one or the other and where playing "sauron" is a viable path. It would merely mean that champions are useless and only cities matter.
[quote] I guess people could abuse this by moving heroes from city to city, but if they are that committed to micromanaging um, good for them?!? [/quote] That isn't abuse, its just use. Also, I suggested before that you seperate combat XP and governship XP. A hero could be level 1 combat level 20 governor, level 20 combat level 1 governor, level 20 both... Make it completely separate non competing&nbs
[quote who="cardinaldirection" reply="100" id="3241205"]The main reason I protect my troops is not because of the time and resources it took to make them, but because those investments can die and be permanently lost.[/quote] 99% of the investment in troops is the research costs of the technologies they need, and the cost of making a city have high production, the cost of constructing a fortress with all buildings, and the cost of building and acquiring mines. If your troops d
I had another though, an alternative to eliminating XP gain from battles is to allow armies to harvest as well. Make it so armies armies DO take up a share of the XP from battles, and then convert that XP into research points applied to army tech. And they also get events, like special lootable locations (like quests, but for armies) where your armies must defeat neutral armies to get a "reward" of a free tech... eg, "monks of the sword" stronghold which is defended by a bunch
[quote] We do want players who have invested in their champions to be able to win epic battles, single handedly. However, we also want players who invest in building an empire to be able to achieve victory equally effectively.[/quote] [quote]After giving it some thought the big problem with champions was they snowballed quickly without requiring anything from cities or techs at all. Thus they quickly outpaced the city part of the game and rendered it pointless. The reduced
Oh, one more idea... since "salting the earth" thing was done because players actually WANTED it to happen sometimes (and sometimes they DO NOT)... how about making "raze city" and "salt earth" two different things? Heck, make it three options.... When you click on "raze city" it should popup a window with options of: 1. Salt the earth: Kills everyone, destroys all buildings, salts the earth in the area preventing farming (and thus rebuilding) in the area for years to come
[quote who="mastroego" reply="109" id="3240366"]Skyrim's UI is a freakin' disaster, worst UI ever really, but, first, it needs to run on consoles too, second, the modding community is so large and dependable that you could count on a "fix" within the first month from release. At least initially that won't be the case for FE and I'm not sure its UI will be moddable anyway. [/quote] The UI is a disaster for consoles too. And yes, the modding community did st
[quote who="mastroego" reply="100" id="3240230"]I believe you're VASTLY underestimating the quality of Skyrim.[/quote] Are you really arguing that skyrim UI is not horribad? That the AI doesn't suck? That combat is not horribly unbalanced? That the game wasn't unplayably buggy on the PS3 at lunch? [quote] Skyrim is a grand, enormous, engrossing game by any standard[/quote] The plot and dialog were both atrocious and as I said, people are h
[quote who="parrottmath" reply="93" id="3240097"] Quoting Frogboy, reply 93i had already emailed that over when it first went up. This is what makes me happy about this process and game. The fact that the CEO is willing to peruse these forums and partake with the community and get this game working great. I look forward to see what changes are made this next week.[/quote] I agree, this is why I believe those issues will actually be addressed and fixed before release. :
[quote] This build is our first pass at balance and UI enhancement.[/quote] [quote]Next week we will have a BETA 5-D which will focus almost exclusively on bug fixing and balancing as well as some new AI counter-strategies[/quote] The difference (typically) between a bad game and a good game is that a bad game is buggy, has a poor UI, poor AI, and poor gameplay (of which balance is a big issue) Very rarely do you have a game with bad gameplay, poor UI, poor
[quote who="BernieTime" reply="47" id="3239564"]I don't like the idea of completely Razing cities in a single turn which is really counter-intuitive. The Razing mechanism should drop a city's level by one tier and destroy random improvements. I know this creates potential problems with City incongruity but that's a design issue (aka, not my problem).[/quote] I think it should depend on the force's strength and there should be a counter attack. Each unit sho
[quote who="Buttons6" reply="14" id="3239295"]In this situation I had paid Pariden to go to war with Resoln, because Resoln was killing me. I don't think I ever killed a Pariden unit in the short war before I quit.[/quote] Maybe they were getting their units killed by resoln and due to a bug the AI assumes any unit it loses is killed as a result of the player?
[quote who="Alstein" reply="17" id="3239837"]Your capital should be your first city, until you build your tower, in which case the tower becomes your capital. If you lose your tower, it should revert to your most populous city. Towers should always be destroyed on capture, and players without towers should always be able to build one. [/quote] I like this, only with the following additions: 1. If you have a tower, you can still build a new one in any
[quote who="Cyreph" reply="9" id="3239018"]Your capital is not always the first one you started with. Right now, I believe it is the first one is the one on the top of your cities bar (on the left). I lost my starting settlement in a skirmish with very close neighboring AI, my capital became the first settlement I had (which was conquered by the way) after the starting one. I regain control of my starting settlement one turn after I lost it, but it dropped to the bottom of the cities list and
[quote who="Kobracan" reply="12" id="3238939"]Do you actually know this or are you speculating?[/quote] About what? I made a lot of statements. [quote] At least in my games, it was right at the beginning of the game -- there were no wars whatsoever. I am almost certain that this is a bug. [/quote] If it said "you are dominating me" and you did not actually beat them in combat then this is definitely a bug.
Its a fairly simple issue. "you are dominating me" = you are winning a war. This discusses actual results; aka what your nations do to each others. "might score" and "your army is very weak" are two scores based on hypothetical calculation of your empire's and army's strength in the aggregate. With the former (apparently) including cities and tech and probably armies (unlikely but possible income and cash). And the latter only armies. This is a hypothetical value not a results
[quote quoting="post"]For those whom the picture doesn't say anything. The picture shows my relation modifiers with Pariden. She doesn't like me because my army is "extremely weak" but later says "you are dominating me."[/quote] That should probably be changed to say "your army is dominating us" or even better "your army is crushing us". :)
[quote who="Gaunathor" reply="45" id="3237368"] Quoting taltamir, reply 44But that creates more issues then it solves. Now you can just sneak into the lush fertile lands of the elemental lords and colonize those with impunity. How? You can't cast the spell in foreign territory. Plus, it takes quite a while to research up to 'Third Book of the Magi' and the spell isn't exactly cheap to cast with a 300 Mana cost.[/quote] I was referring to "monsters cannot raze
[quote who="Trojasmic" reply="42" id="3236712"] Quoting Kestral2040, reply 41we are looking at this issue and are also not fully satisfied with how the system works... It's a complicated issue though (as I'm sure you guys know) that can create other problems flipping it on/off, so we will see what we can do I think you've already softened the blow by making Third Book of the Magic = 100% and monsters can no longer raze cities in the next patch.[/quote] <
[quote who="Monzter9952" reply="49" id="3236546"] Am I the only one who thinks the enemy AI's heroes are a little over the top strong? I mean, I've played WoM and I was really good at it, but in FE, even on normal/easy, because for some reason my enemy's all have super strong sovs and heroes (one being lvl 19 and insta kills everything I throw at him), while I'm stuck with low level guys even though none of my heroes or sov has been killed. I don't know how I'm su
[quote who="cardinaldirection" reply="19" id="3235757"]Given that the game mechanics themselves are still being designed, it would be very premature and illogical to have already developed a manual for them. [/quote] You don't need a manual, you need in game descriptions and changing those whenever you make a change to the mechanics themselves. Its not too difficult to do.
[quote who="Trojasmic" reply="16" id="3235461"]I've also seen the opposite. Place an outpost on a fertile land and had several of the fertile land tiles disappear.[/quote] That, I THINK is a bug, I am not sure due to lack of documentation.
Heck, I once conquered a city and enemy wildling troops were stationed in my city! I had to exit the city then go back into it to fight them.
[quote who="Trojasmic" reply="8" id="3234898"]It is these gamers that Stardock thankfully created a mechanic so that the AI won't be able to rebuild as you begin to raze all their cities.[/quote] Razing a city destroys all the buildings it has, a brand new colony has nothing and can't effectively produce anything. And why in the world would you not keep the cities if you are steamrolling the AI? Some godawful strategy games penalize you for having more cities t