I see nothing wrong in being able to win the game with heroes only either, but it should be an unefficient way to win. I'm sure it will be alot more efficient now to do an early military tech or two and build some units to support your heroes. It certainly sounds like it reading the patch notes. After that there will be some really hard choices presented: Go even further up in military tech and get even better hero support in the form of horses and better weapons both for heroes a
NorsemanViking
[quote who="DsRaider" reply="36" id="3236976"] Quoting Jean-A-Luc, reply 16The whole differing group sizes thing should've been axed imo. It just complicates balance so much. One group size for the entire game would work just fine and everything could be more easily balanced around it. [/quote] Well, the benefits with the system is pretty obvious. It's called strategical choice. Do you go for better weapons and armory first, or
[quote who="OrionM42" reply="33" id="3236902"] Quoting Sanati, reply 32 Quoting OrionM42, reply 30 Actually, I like that fact that trained units grow in size, over the course of the game, as their training and tactics improve (including group cohesion, and interdependence). This is represented well enough through army size. Adding squads to it is redundant. The game would be so much easier to balance if everything was a single unit. <br
Yep, but I'm very skeptical to a system where sea traveling is hugely magic based or/and mainly based on hero level ups.
[quote who="Satrhan" reply="24" id="3234308"] Quoting GFireflyE, reply 21 I disagree. It's different strategic planning, and imo, more dynamic. In the case where snaking is NOT allowed: You require strategic planning in where you rigidly build your cities. In the case where snaking IS allowed: You still require that strategic planning in where you build your cities, but there is some flexibility when doing so. However, you also require strategic plann
Not to sound too negative, but I find the idea of water walking rather boring. I think people wants the naval aspect of the game to be something else then just being equal to the land stuff. Only difference being walking on the sea instead of on land, to say it a bit simplyfied. I'd rather see a naval feature where we have ships of different types, and with champions filling the role as admirals. With sea walking the best land power also is the best seapower, almost automati
I really hope there will be a system where armies has to enter ships. You could also have a system where armies are defenceless on sea, because transporters are weak and the real force at sea are the warships. Those who are strongest on land arent necessarily the strongest at sea. You can have the worlds strongest army, but when its loaded on transport vessels it's vulnerable to nations with stronger warships and huger naval force. The Civ5 system works well
[quote who="Bellack" reply="21" id="3235973"] Quoting Heavenfall, reply 9I'd be voting for multiplayer personally, if I had to choose between the two. With respect to modders, I think multiplayer would mean more replay value for a greater number of people. And we can already do a wealth of things with what we have today. A well-done multiplayer would really reinforce that this is currently the best 4x tbs fantasy game on the market. With simultaneous turns you'd blow w
I think it's wasted to put in sea travel now. I'd love it, but I rather see them do that properly in an expansion, then just making it a less then half good feature. Then better get multiplayer out, to widen the fan group and sales, then get the money needed for lots of expansions! :D
[quote who="Frogboy" reply="6" id="3234573"] Quoting NorsemanViking, reply 5 Quoting Frogboy, reply 3 And of course, after "gold" there's still lots of cool stuff I'd like to see us do if we have the budget. Ships, sea monsters and multiplayer! I doubt you'll get the first two in a free update. That stuff is expensive. The latter is something I'm interested in. Though, we may
[quote who="Frogboy" reply="3" id="3234471"] And of course, after "gold" there's still lots of cool stuff I'd like to see us do if we have the budget.[/quote] Ships, sea monsters and multiplayer! ;)
You can have alot more then 2-3 units after 150 turns, but then you need to build some of course. And yes, you are supposed to make choices. whats the strategy in spamming the map easely with units fast? This is not a real time strategy game.
I do agree that heroes have it a little bit too easy, but the build times I think are OK. If heroes needed a little bit more help to be efficient on leveling up, then the balance would be there. The sollution is not to make things cheaper to build. That would make the game less strategical. A thypical case of creating new problems with the wrong sollution. If it almost doesent mather what order you build things in because you have it in a few turns anyways the game would suffer alot. I'm
Installed latest beta 0.980 and started up a game. Then I was asked to answer yes or no to a question about Auto Login or something. This was needed for mod play, blah, blah, blah and..... MULTIPLAYER it said. My heart jumped and started to beat faster then light. Made me so excited to see this, lightened up a little hope for multiplayer in this game. It would be pure awesome to play this excellent game with friends and other hardcore fans. It would be suspensefull indeed trying to expand and
If buildings was faster to build there wouldnt mean so much in what order you built them. I think the pacing ther is OK. No point in having super cities the first few turns.
Production nerf is great. Now there is more a hard choice what to build, and units are usefull indeed with more aggressive creatures (at least they where in my game on expert and dense. One AI was killed by them after very few turns even).
Hmmm, a beer while waiting was a good idea. I'll also watch some Europa League football.
Guess their workday is over in ca 3 hours over there..... (but of course Stardock employees never stop and rest) :) My guess is somewhere between the next 1 or 2 hours. The Kingdom of Norway is also waiting and biting nails for this new beta version to arrive!
Beta 5 will be 0.98
Must say I'm looking forward to this. I have a feeling the changes/fixes/improvements in this beta will work out fine! :) Look forward to test a more challenging AI on expert difficulty, and needing more units to protect my expansion vs a more dangerous world. I see alot of hard and interesting choices having to be made on what to build, and in what priority, in the early game.
Who in his right mind would like to get Windows 8?
New update probably not coming today or this week then, Brad? Guess you won't release anything on a friday. By the way, love the Frog's humour. His changelog posted here was legendary. ;)
The worst is when the roads go through the wildlands...... :)
[quote who="Tuidjy" reply="5" id="3226062"]I thought about it, but I doubt it would be entertaining to watch without a lot of heavy editing. On Insane, combat is long and repetitive. The enemies have at least three times the normal hit points, and fighting involves a lot of dodging in and out, and running around the tactical map while regeneration does its thing. And I am not really willing or even sure how to do the video/audio editing.[/quote]
I agree with the OP. Fallen Enchantress is superior in alot of ways, but I think the imbue champion-system, and the original system of individual mana had alot of potential, charm and strategy to it.