I'd prefer that caravans were entirely automated. They're a hassle to deal with, and yet still necessary.
Beric01
IMO there are only two reasons, from a business standpoint, to include mutiplayer in any TBS game whasoever. 1) Reviewers are part of the 1%, and will irrationally downrate a game that does not have MP. This will result in less sales, due to an artificially deflated review and Metacritic score. 2) Multiplayer improves the longevity of a game, for the 1%. This doesn't matter. What matters is that that 1% is the most vocal about any game. If they hate it becau
[quote who="rwemack" reply="40" id="3075532"]Maybe if the AI opened several fronts, people would stop complaining/bragging about how their super stack is unstoppable.[/quote] Seeing as guerrilla warfare IS the counter to a stack of doom in military strategy, if the AI can't do it, it's pretty near worthless.
I've only had one such crash so far. in WOM it happened EVERY SINGLE TIME. Much better indeed, but please get this one completely ironed out.
4 - Tech tree. I play these games for the tech tree, honestly. New tech = fun! Building your entire strategy around getting tech - even more so. x -being fixing cities, to make them more enjoyable, personable, and fun, and less snaky. I'm thinking Civ here. 8 - AI. I always want to have an AI in a game that can cream me, and on its own merits. Having good AI makes a game infinitely repayable. I've stopped playing many a strategy game simply because
[quote who="puntarenas" reply="8" id="3070662"]Some nice sound effect would help to notice the "Zzzz" on the left, maybe a short fanfare or strings. No need to repeat it for every empty queue or every turn though, just once per turn if one or more queues became empty right before.[/quote] This would actually be a fair compromise. Any more ideas? Do people find this to be an issue?
I've also had a diplomacy pop-up appear right as I entered into a battle. Was annoying trying to get it to go away (return key worked). This goes hand-in-hand with my cities pop-up recommendation.
[quote who="Blackmantle_" reply="4" id="3070553"]Like this option. Opt out gets my endorsement. Not sure about mandatory if opt-out is indeed an option. Not high priority though thanks to the city idle notification on the left.[/quote] Which I still miss time and time again.
I want quests based around cities (and as they grow). Also events, for example, riots, festivals, fires, buried treasure, etc. I also want special modifiers based on terrain, founding conditions, happenings, etc. For example, building my city on a river, or in a forest, should give me special properties. Defending off throngs of invaders should benefit my city in some way. Kill snaking by not giving me an option to place my buildings on the map (i.e. Civ-like).
[quote who="mqpiffle" reply="28" id="3070445"]I believe the AI factions need to learn some defensive maneuvers, like training an early city defender.[/quote] "Early city defenders" can't stand up to 100-attack armies of monsters! And if you train an army that can, you've killed your economy. Frankly, it's not worth it to defend your starting city right off. Sure, there's a 20% chance it'll die, but if you don't have to expe
[quote who="Spitz" reply="2" id="3070332"]I actually find the Zzz next to inactive cities to be an effective but subtle reminder. I can certainly see that it would be nice to have a pop-to-inactive-city option, I wouldn't want it to be the default behavior. I hate it when games pop me around.[/quote] In Civ, it's possible to disable through the menu, or to control how it sends you around. However, as there's almost no reason you wouldn't want to build someth
I don't know about you guys, but I'm quite forgetful. Particularly if I'm having fun exploring/fighting monsters, I may even forget for a moment that I own towns. The problem? When a building queue runs out, I may not even notice, despite the notification on the right, and the ZZZ's flashing on the left. This is particularly an issue because very rarely do I not want to build something at all. The system works just fine for inactive units, zooming to center on them and
[quote who="taltamir" reply="20" id="3069926"] Quoting lokiju, reply 19I always said that every magic discipline needs at least a 1st level single target damage spell. Just 1. Please. Earth throws a stone. Water an ice bolt. Air, well, air blast? Anything BUT an icebolt, please! It is so stupid that "water" attacks by physically spearing someone with frozen water. Why can't you just suck out the water out of enemy? it is so much more pr
Please add me to one of those factions. I see factions die off fast every game. However, I often die off fast too (all default settings)! It's kind of hard not to when you have such uber-stacks of monsters walking around early game, which are 5x as strong as any army, and my hero doesn't even have a damage spell to her name.
Agreed on not liking campaigns. I never play them in strategy games myself. I want options and sandbox and exploring the game's world. Campaigns are for RPG's (which I enjoy, but as a separate genre).
Wait for FE. Heavenfall's After the War mod has made it quite a bit more playable, but still not close to what it should be.
It's been great running the current version! Now that you fixed the Beacon of Hope, would you consider modifying the Inn as well? 10 turns is an awfully long time to wait for something of identical effect.
Playing the mod now, and will report issues as they come up. Thanks again for your work, Heavenfall!
[quote who="BlackHawk141" reply="3" id="2985765"] Quoting Beric01, reply 2 Quoting Darvin3, reply 1Unless you're playing LAN, you must be updated to the most recent version to play online. Organizing a mod game is very time consuming, and you'll probably need to advertise it ahead of time on the forums, so I'd advise avoiding mods as well. Generally if you want to get strangers to join the game, use the following settings: All speeds on
[quote who="Darvin3" reply="1" id="2985653"]Unless you're playing LAN, you must be updated to the most recent version to play online. Organizing a mod game is very time consuming, and you'll probably need to advertise it ahead of time on the forums, so I'd advise avoiding mods as well. Generally if you want to get strangers to join the game, use the following settings: All speeds on fastest setting Quickstart enabled Pirates off Loc
Here's my problem with the devs simply asking us for AI improvements: the only way we will ever be satisfied with the AI is if IC has a dedicated 3-4 man team focused just on making better AI. And this seemingly has never happened in the history of PC games. Think about some of the best AI in PC games. Supreme Commander: it's not the default AI, it's the modded Sorian AI. Same thing with Age of Empires 2 (the modded AI is incredible). Age of Empires 3, which
[quote who="Heavenfall" reply="1" id="2978855"]Flying units, both strategic and tactical. I don't really care for naval fighting, but if it's done as smoothly as it was in Shogun2 I'd be in on it. I would also like to see one more realm, for example underground. And I'd like to see the game opened up some for mod scripts. Edit: And also, I'd like to see much more fantasy elements. Not just king X who begat queen Y who built a new city. I wa
Excellent posting on how to approach tactical AI. Sounds almost like how I would do tactical battles myself, as a human player. This should definitely be implemented.
I'd also be interested in a game with you guys, Just tell me when.
I also still check once a day. I still expect great things from this game. I pre-ordered the limited edition, and as such am still eagerly awaiting FE. I definitely do like the game concept, even if I'm yet to be satisfied with the implementation.