Simplicity123

Simplicity123

Joined Member # 2586767
20 Posts 71 Replies 1,327 Reputation

Some basic early comments - Bugs: ------ - Total population does not match up with the sum of the planetary populations on city list UI on main screen. - On the tech screen, under "Leads to:", the text height is too narrow causing font cutoff. Tech Plating thus looks like Tech Platinq, for example. Suggestions: --------------- - What it means for a building to be "+1 research level" is somewhat non-obvious for a whil

5 Replies 2,590 Views

The three sliders have always been my least favorite part of GalCiv. The color wheel is an improvement, but it still seems somewhat silly to me to micromanage this and to imagine your civ moving from full on research to full on production... but then where does that production go? oh... maybe the queue is empty and it gets shifted back. It just seems overly complicated. So, let's complicate it more shall we? [e digicons]:grin:[/e] </

84 Replies 653,343 Views

I agree with everyone here. The endless chains of +1 to passive ability stuff is terrible. So boring and unexciting. You shouldn't have to choose +1 to attack. Heck, you should be getting that for FREE with every level up if you're a warrior. And the reason mages seem to have +xp is because they simply can't slaughter things as quickly as a warrior can I think. The plus to spell resistence chain also kills me. I would probably

101 Replies 323,363 Views

Yeah, I'd consider D&D 4e type solutions for making warrior combats more interesting. For example, maybe let a defender attacks automatically "mark" someone to not let them attack someone else except at penalty. This makes the defender sticky. Damage dealing warriors might have a rage. Warlord types might be able to give someone else a turn.

101 Replies 323,363 Views

One thousand million times this. There's an injury system on champions to prevent people from ragequitting due to random events. I'm not sure why monsters raze cities to the ground and salt the earth. It's frigging infuriating. Sometimes, OFTEN, there is nothing you can do to stop Mr. Angry Dragon from wiping you out. Injure me for building near a dragon lair. Have the DRAGON take the city. Maybe I need to beat him to get my city back. &nb

4 Replies 7,229 Views

Now you're just screwing with us. Yeah, we probably deserve it after that last thread. There is a certain line where visuals are important in a game. It's odd integrating it into an expansion which is already going to be limited scope... but whatever floats your boat.

95 Replies 233,473 Views

[quote who="ben_sphynx" reply="32" id="3329378"] Frogboy, you appear to be truly terrible at this game. You seem to be able to eek out any tactical disadvantage available in the combat, eg skipping turns for units that can attack (ophidian, one of your heroes with a ranged staff), while not leaving them somewhere out of range of being attacked back. Or casting curse on wolves that have no defense. If that actually does something useful, I have no idea what it is.

74 Replies 256,938 Views

Elemental *was* this way. Not as good as it sounded really. Pretty much every place where there is this random aspect is being slowly removed from the game. Tech randomness -> Tech tree. Level up randomness -> Level tree in FE Legendary Heroes. Strategy games are about choices and removing choice from teching really doesn't add to things, I feel. It detracts.

13 Replies 21,741 Views

Great. This sounds like a nice pack that'll really add to the game. Really nice stuff in here. That said... I've said it a number of times. Everybody seems to say this... Please fix or change the governor path. No one is going to pick a champion as governor if the governor power means that the champion must be stationed in a city. Why is this constantly ignored? How is that guy supposed to level? The adventurer's guil

50 Replies 220,900 Views

I actually think the crafting idea would be a nice one if it could be implemented correctly. It would add depth to the unit creation feature, which while it doesn't feel like it should be lacking, is a bit. I'm just not sure what entirely a crafted weapon entails. Better stats? Kind of boring. Spell-like abilities? Aren't those spells? Maybe a spell-like ability that doesn't use mana? That could be very useful... And

58 Replies 172,868 Views

Yes, you can give the +mana trait to begin as a custom sovereign, but you gotta balance the non-customs too, no? I've played with Magnar and Ceresa. Don't get me wrong, Dirge of Ceresa and Horrific Wail are fantastic for clearing out troops. Mages aren't underpowered. They just level more slowly because in early game, you only get mana so quickly. Haste/slow are also very nice lower level spells. I like the spells mostly, except for burning h

5 Replies 7,176 Views

One thing I've noticed about the game that I dislike... It is much harder to level a mage sovereign than it is to level a straight warrior. The reason for this is that spell abilities generally require the use of the mana resource in virtually every battle. A lot of effort is thus required in the cities to support your sovereign by making shrines, herbalists, etc. You must turn one or two towns into conclaves and then focus on mana resources. You have to avoi

5 Replies 7,176 Views

In my opinion, the game has a basic problem with pioneers. You want pioneers to have a real cost to fight city spamming. For this, I think that having pioneers cost population is the correct approach. That said, you need pioneers to place outposts as well. But outposts are almost worthless compared to cities. They flip sides on you, they don't contribute to your economy. They just hold land. Poorly. Two ways to go: 1) There

15 Replies 72,982 Views

[quote who="Frogboy" reply="17" id="3312973"] Quoting ManiiNames, reply 81. Expert now has some challenge to it, before it didn't have much so I previously played mostly on ridiculous. 2. I'll chime in w the above comment about road building. It is incredibly annoying to have to make huge loops around the 'U' shaped road system. This can be counteracted some with a governor hero who has road building, but I'll be honest and say I am

42 Replies 29,989 Views

[quote who="Alstein" reply="6" id="3312623"]The road looping thing, cities do need to connect to each other when cities are formed. I really think road building should be changed heavily in the expansion, but that's another topic. [/quote] Just because it's brought up multiple times in this thread... The roads are annoying as is. Random pre-built roads plus your cities random connecting. Click on city, click build, click build

42 Replies 29,989 Views

The only reason I hold out any hope for Fallen Enchantress is Stardock's support for games in their past. But reviews have to judge a game based on what's released. Not on potential. Fallen Enchantress is a solid 7 game as far as I'm concerned at the moment. The reviewers are bringing up a lot of things that beta testers said during beta... By the way, XCOM is fantastic.

9 Replies 22,584 Views

[quote who="CogBurn" reply="1" id="3246732"]I'd like a menu in the city management screens somewhere where you could choose two cities and click "build road" and then design the layout of the road pathway between them, and queue that road for a small production in the build queues of both cities (Just something in the 2-4 turn range, depending on road length). Maybe only if you have a path of governor hero in one of the cities or something.[/quote] This is exactly the CivRev model

3 Replies 3,680 Views

Graphical issue. At the end of my river, there's a waterfall. Problem is that it's floating hundreds of feet in the air, disconnected from the rest of the river. Also, the falls aren't going into the ocean... These floating falls are in the middle of the continent. :-/

2 Replies 3,225 Views

I disagree that city defense should be five times stronger. A little bit stronger so city combat wasn't such a pushover, I wouldn't mind. Heck maybe just increase the number of defenders by one or two and keep the same current algorithms for unit strength. It's very easy for a sov to walk through a kingdom unless the other sov is around.

67 Replies 44,050 Views

For some reason, Ocean's Mantle isn't castable for me in my game. I saw it on level up... Chose the water level advancement to get it, but then it didn't show up in my spell book. Playing as Procipee. I have the requisite life levels.

2 Replies 2,514 Views

Scout units are terrible and level 1 spells are underwhelming at the moment. But we want to keep them somewhat weak in combat to prevent sovereigns from being overpowering. I propose a level 1 scouting spell for Air. Something that lets you pick an area and then bling you can see what's there. The air sphere could use some help as it is anyways. As a secondary, related idea, water might get a higher up spell related to scouting out the water. Perhaps, revea

4 Replies 29,279 Views

[quote who="GFireflyE" reply="2" id="3244812"] As I still believe there are serious problems with the map generator, I’m going to put out some stats in how long it takes me to get an acceptable game going: Ctrl-N Count: 8 No Essence Count: 5 Ctrl-N Crashes: 3 Duration till acceptable game: 10min I have now found an acceptable start. It’s actually quite contrary and contrasting to what I’ve received in every single p

25 Replies 12,679 Views