[quote who="mqpiffle" reply="7" id="3089775"] Quoting HighQ, reply 3It also keeps peacefull races weak i think. Maybe a city buildin melitia? Numbers based on the city size? Only active when there is no active unit to defend the city? Or maybe to choose for the cost of a city lvl? Not sure what you mean by this. Cities do have a 'built-in' militia which grows over time (forget whether it's via population or techs or buildings) whether there are other units pr
maniakos
[quote who="Civfreak" reply="10" id="3089649"] Quoting Tasunke, reply 5 I'd personally prefer to see more improvements that give a benefit to cities that aren't building or training. I also think this is what we need. The gold in this game I'm playing feels tight but I think that's a good thing. I'm making due by selling items from mobs which I think is pretty cool. Right now I have like 4 build queues empty and that is kinda inneficient, though
[quote who="mqpiffle" reply="8" id="3089769"]I see it as a tradeoff - the resource is now a part of the city defense system, therefore I need to spend time to develop it's structures in the build queue. What's the problem with that?[/quote] Who's building up the resource when it's NOT in your city queue? Fairies?
Nah, I'm more worried about the AI requesting a treaty/deal and having no way to check the details since the popup is modal.
I think it should be crystals and mana together. Ok we're in a serious need for a mana cap item in the game....
I agree
[quote who="Manii Names" reply="1" id="3089640"]Does courage add +3 HP per figure? Or per unit?[/quote] That's an unanswered question for many spells..
map resources should have their own separate build system/mechanics regardless if they are within city limits. They also need their separate mechanics for upgrades and technologies. The existing system is trying to marry incompatible game concepts, that's why players are finding and reporting this as a bug.
No matter how they change it, 1 or more heroes fighting against many multi figure units is a game design catastrophe. The King's bounty & HoMM model makes a lot more sense.
I think you always get 3 attacks of 9 strength, vs a fixed defense since each unit is attacked individually. IMHO it should have used another way of calculating these values. For units it should have been a different notation like 3x9/7/2 (3 figures, 9 attack, 7 defense, 2 moves) but finding a neat way to represent stacks of different units with different values won't make any sense anyway. An alternative would be to calculate for the entire
Split is better This is both an empire building game AND a wargame. Remember that galciv2 had both, and that you could also use a slider to decide weight/funding.
Perhaps it has to do with AI code additions.
That was expected from day 1. Story doesn't form the basis for holding a player base. Gameplay, mechanics, and progression are far more important. Bioware is making money out of it, and there will always be a player base for any MMO based on starwars.
I prefer stardock to Firaxis any day. Firaxis and Sid have become too big for my tastes. And Civ 5 is a POS. That being said, I'm looking forward to XCOM, And I've been expecting Alpha centaury for ages...
I agree! The same is also true for the 3d map. Especially for forests you can't tell where the road is...
I think it's intentional and annoying as Hell!!! [edit] it's intentional in an attempt to make it impossible to have more units on a square beyond the max stack size. [/edit]
[quote who="Urrumi" reply="9" id="3080806"]No matter the difficulty setting, it is impossible to lose so long as you are careful about the battles your sovereign gets in. Even if you have no champions but your sovereign, and you have no city for dozens of turns, eventually, through XP and drops, you reach a point where you can still steamroll the AI. Which is cool, in its own way.[/quote] That's actually cool! a no cities game where you play without cities and raze the
Will do a difficult game come next patch. As long as some of the annoying stuff are dealt with. Also I have high hopes for the new balance changes and the tactical AI!!! It will be a different game.
Now you begin to understand what Steve Barcia had achieved so long ago and how hard it was. He did way more magic that could fit into a 320x200 display. Designers are still trying to copy those games and just FAIL.
These concurrency issues are the worst, and some redesign and implementation is needed indeed. (1-2 months of work) 1. Level up: why do it with a pop up? make a little arrow or + appear on the unit frame, have the user click it when he can and do the level up. 2. City spec: same as 1. 3. Quest events: these really need to go in the event queue on the side, the relevant stack should be frozen in place until they are resolved. Concurrency is HARD f
[quote who="Frogboy" reply="31" id="3078773"]Well a big thing is listening to people play the game. Can you imagine how cool it would be to write the Starcraft AI to deal with the Korean champions?[/quote] It would still loose by a very large margin. The AI can match the APM, but not the metagame thinking. Even now the Difficult startcraft AI gets Resource bonuses - The only way of making it competitive.
1. Did we start the battle or where we attacked? 2. Am I interested in winning this fight or should I retreat? 3. Should I cast any spell or should I conserve all my mana for a more important fight or strategic spell? 4. As an AI do I know how to focus my armies attacks across turns on a single target? Since we don't have ZoC you can't effectively block units unless the battlefield has choke po
TLDR;
I can also verify this for unit enchants. However I can't decide if it is a bug or a feature. You just got a new shard, why should it affect spells you had cast 20-30 turns ago? I can understand the fact that "fixing" it would reduce micro. What about adding a button on the enchants list to "upgrade" each enchant by paying some mana cost, to a more powerful version, when you get new shards. Or add in that list to each line that
At this stage of the beta it doesn't matter. play any setting