GoodRevrnd

GoodRevrnd

Joined Member # 2384141
0 Posts 0 Replies 220 Reputation

Bigger problem is it's too inconsistent game to game. My last game I had carved out probably a quarter of the map to myself very quickly with mostly fertile terrain while the AI was all boxed in by opponents and surroundings. Other games I'm the one boxed in.

14 Replies 8,098 Views

[quote who="Ausland" reply="41" id="3149589"]I think there is a memory leak that seems to be around loading saved games. I loaded a saved game and my city borders no longer appeared. So, I reloaded again. Now I didn't have borders and oceans were missing as well. Checked my memory and it was through the roof. (Of course I had Visual Studio open as well, which is itself a memory hog).[/quote] I am 99.9% sure you are correct about this. It seems like if

102 Replies 95,269 Views

Spells just flat out need some balance imo. Shrink is beyond amazing for taking on monsters that are out of your class in the beginning (Haridens, Great Shrikes, Forest Drakes, River Slags) but is otherwise virtually useless. That death spell that causes a unit to take crits every hit is just beyond obscene in how strong it is. And you guys have all hit on how problematic all the elemental offensive spells are. I think they probably need to be made roughly equal in dam

17 Replies 10,452 Views

Maybe there is something to this... my last game I took over an AI city and when I looked at the details it had 0 grain, 3 material. Not sure how this is possible...

4 Replies 5,909 Views

It seems maybe the upgrade system needs some work? I made a custom unit and it allows me to upgrade the armor, which I DON'T want, and the weapon, which is fine. However, redesigning the base unit to include new accessories doesn't seem to let me upgrade/retrofit existing units into that design. This is very annoying considering I have a core of these assault units that are now level 5/6 but am unable to fully modernize them.

14 Replies 15,296 Views

Beyond these issues I think some monsters need to be dumbed down in target selection. Monsters below a certain intelligence threshhold should just automatically attack whatever the closest target they see is. Smarter monster groups are more concerned about strength differential while a pack of shrills or something almost doesn't care at all.

19 Replies 73,524 Views

Ya this outpost spam ontop of monsters is making .913 very not fun. I think dropping an outpost on a lair should send the monster on a rampage where it nails the outpost and anything else in an x-tile radius, and then it reverts back to its den.

52 Replies 17,762 Views

I completely agree with you on starting out with all those Combat techs, and I think you should start with several of the civic ones as well. Furthermore, if they did the 5/4 (or whatever) built city start (this makes your first city as a capital actually important, instead of the normal I find a better city), which I also agree with, then they could start the city off with a couple of the buildings from those techs as well. It's just better for pacing and makes a lot more sen

74 Replies 71,141 Views

Ya this is kind of stupid. An AI released an Ashwhatever Drake w/ 300 HP on like turn 40 for me. It destroyed the AI's outpost, one of my outposts, and a different AI's city. It did not venture out further, but proceeded to lock down that entire are of the map so I couldn't expand. AI should *NOT* outpost release monsters, it's a cheese tactic although it seems like players could abuse it even worse by sending pio's deep into AI territory to do the

52 Replies 17,762 Views

[quote who="Derek Paxton" reply="4" id="3144458"]Taxation vs. Unrest... I've built several unrest reducing structures but it never seems to effect the unrest number on the tax slider. The tax slider is showing the unrest taxes cause your empire, the improvements modify unrest for your city. So your city unrest will be different than the unrest in your unrest slider.[/quote] So the unrest you see in the tax slider is the "base" unrest caused by that deg

14 Replies 15,296 Views

I'm just a noob and still barely understand some of the game concepts, but I'd like to see all 3 tech trees researched simultaneously. Each faction should have inherent bonuses and penalties to research for each tree. Then I would like to see many of the current research buildings be pure research bonuses while others are converted to varying or specific bonuses to trees, and maybe other structures be given small research bonuses to whatever field they pertain to (Barracks

29 Replies 12,060 Views

I've played enough of these games that I have a vague sense of what's going on, but this game has enough small differences in the expansion and economy areas that I'm kind of lost. First of all, is there a way to permanently toggle a yield display on so when I'm out exploring I actually know if I find a city site or not? Taxation vs. Unrest... I've built several unrest reducing structures but it never seems to effect the unrest number on the tax sl

14 Replies 15,296 Views