Started a new game, love the New Game interface and all the options. [e digicons]:thumbsup:[/e] Takes way too long to build meat shields. There's got to be a better way to balance late game troop building than making the early game a tedious slog as you wait 15 turns for a couple guys to make themselves some spears. Or maybe I just need to learn to play the game better and stop trying to play this like it's 0.95. [e digicons]:ninja:[/e]
sweatyboatman
[quote who="fenwe" reply="16" id="3237513"]In essence, you are paying the rushing cost + material value + *refit and re-train* costs (i.e. experienced unit gets even deadlier).[/quote] IMHO, you're trying to post-facto justify that the prices are weird. I can see the logic in saying that upgraded units are not experienced in their new upgraded equipment, but it still doesn't follow that it should cost significantly more to upgrade them. It would seem
Upgrade costs should reflect the cost of the stuff being upgraded. Period. Making higher level units pay more for the same equipment is gibberish and leads to completely unintuitive prices. Applying a multiplier to upgrade costs based on unit level only makes sense if there's some advantage to having poorly equipped units (like they leveled faster). But that is not the case, the opposite is true (A more expensive unit with chainmail and a better shield is more su
Great post! I'd like to echo the sentiment that you should move onto the tile after you win a battle (as long as the tile is empty). It's an unnecessary slow down in the early game. Units should be allowed to stack up on a tile. Moving around is painful enough without having your units move off roads to walk around a unit coming the other direction. The game needs to do a MUCH better job of showing that there's a stack of units on a tile. Th
I am pretty sure most abilities that upgrade like that stack (and Vital Strike does as you can see in the first screenshot: 15 = 1 + 1 + 10 + 1 + 2). Either way, the confusion suggests that they should adopt the OP's suggestion. Though, I imagine it would require a new property in the XML to link attributes as stackable.
[quote]So I go looking around some more. Second city expansion. And there's of course some Swamp Drake or whatever they're called sitting on that. This happens ALL the time. ALL the time. Talk about a pacing problem. The game blocks me from taking the second step in any reasonable 4X game. Now whatever plans I had for an opening game are gone. I'm losing. Might as well restart.[/quote] This sentiment shows up a lot on this forum. I think it reflects how homogenous ga
Sounds like interesting territory for a mod.
[quote who="Heavenfall" reply="8" id="3227694"]That's a small change that would have huge implications. I don't think you'll get anywhere with it, mostly the ai will just break down.. [/quote] fair enough. though hopefully modders will have the tools to teach the ai how to play the mod. otherwise modding will be limited to skinning and tweaking. that would be disappointing.
[quote]They might have won but the AI failed to treat my ranged *spells* intelligently and as a result, they crawled towards me to try to get the first Melee hit.[/quote] After the first few dozen turns of the game, this strategy is going to be almost always wrong. The only case where it matters is if you're attacking a low-defense target with one or two low-defense units. That is, if getting hit before you can attack will reduce (or eliminate) the units ability to att
[quote who="Heavenfall" reply="5" id="3227476"]Correct, I can't think of any way to limit army movement to champion movement.[/quote] It's not possible to give a unit 0 movement? So that it's only movement points come when its combined with a champion who has +2 moves or whatever?
I believe there are supposed to be at least 16 question marks in the summon developer incantation. That would explain why it didn't work.
[quote who="Bellack" reply="1" id="3226487"]Don't like this idea at all. It would just kill the exploration part of the game. Now a toggle put into the game to remove the fog is fine so that both sides can play the game they way they like.[/quote] Perhaps it's not clear, I don't want to remove the fog of war, just the inky blackness. For me the exploration is about finding resources and places to settle which isn't really a matter of geography at all.&nbs
As I have said in many other threads purporting to "fix" this problem, what you perceive as an issue with Champions being OP is really a problem with the AI. They don't need to dramatically alter the structure of the game, or hamstring and nerf champions. They need the AI to be able to use Champions properly. To compare it to chess, the AI knows how all the pieces work, but doesn't understand how to use the pieces together and doesn't understand how to use its
The game should start with the entire map geography revealed. First, the cloth map is beautiful and covering it up for the majority of the game is a crime. Second, it gives the player a reasonable understanding of where they are in the world. Which allows the player to better formulate a strategy for expansion, and place their opponents geographically. Third, it could be applied to provide a cinematic start of the game, where the camera starts pulled back t
As an aside, the screenies make me think the game should start with the map revealed (though not resources and monsters and whatnot). The cloth map is beautiful! Why would you want to have it covered it up? How cool would it be to have each game start with a slow pan and zoom in from the beautiful cloth map to focus on your Sov standing alone in the wilderness?
My understanding is that it's the first person to queue the Merchantcross Bazarre (or any unique building) that gets it -- unless they cancel of course. Once it's placed in a queue, it's theirs. It's sadly not like Civ where it's a race to build and you can win the race even if you start later by outproducing your opponent. You'll probably see the notification in 20-30 turns when the AI finishes the building.
If the AI used Magic, your monk would have been burnt to a cinder.
A very very cool idea and clever implementation. it almost seems like a part of the vanilla game. [e digicons]k1[/e]
you shouldn't be able to shop unless you have sone sirt of pact. and unless you have an alliancethere should be a premium on the cost of goods.say 50%. this could be alleviated with trade or economic pacts and warm or close relations.
[quote quoting="post"] Failing that, or in addition to that, it would be helpful if the player could reorder the spells in the bar, so that the most used spells can be placed there. [/quote] you can already do that. just click on the spell drop-down (or drop-up in this case) and click and drag the spell where you want it in the bar.
Yes, please [e digicons]:pout:[/e]
shouldn't stack probably. but how about this instead: tireless march costs 0 mana but takes 2 hp per move for all units in the stack. so you can cast it on your stack of heroes and get 7 moves, but they'll take 14 damage per turn (assuming they use all seven moves eachvturn) this would be especially painful for regular units. so it might be a good wau to get your champs around the map but not so good for armies.
no dynasty system in FE
[quote who="seanw3" reply="19" id="3222912"]Let's do some math![/quote] Oh god no! [quote who="UmbralAngel" reply="20" id="3222934"]I think once that bug gets fixed production will be worth less. [/quote] Who says its a bug? The 3 turn minimum with negative rush cost has been in the game a long time and I haven't seen anything from anyone at Stardock to suggest that it's not in there intentionally. It's not a bug. It's a feature.&n
[quote who="Glowing_Ember" reply="16" id="3222844"]I think it's important to remember what is the point of having to make the decision of whether to idle or not to idle. When it comes to something like research points, it's rather vague since how often do you need that particular tech 2 or 3 turns earlier (not a hard number just a guesstimate)[/quote] This is a good point. Personally, I think a choice between doing something and doing nothing is generally not a fun choic