DexCisco

DexCisco

Joined Member # 432086
0 Posts 18 Replies 907 Reputation

I play with auto select next unit and auto turn both off (mostly to avoid hangs on XP) and tabbing does select the next unit with moves, while space skips the unit's turn and enter ends the turn. It would be nice to have a method of combining two armies on the same space. Right now you have to move one army to another square, then move the other into it to combine. Didn't WoM have this option?

12 Replies 4,614 Views

They added a bunch more items and quests and such for 0.86, but until they are ready to deal with the mistakes already pointed out, there isn't much point in going over it all again. They are obviously not at the point where that kind of thing really matters. But when they are, I'll be there. [e digicons]:thumbsup:[/e]

34 Replies 12,801 Views

While the faction prestiege growth makes fewer cities the quickest path to higher level buildings, if you have more than one city, the return for limiting your cities diminishes rapidly. The hit you take for building a second city is the largest. If you build a second city, the growth of your capitol drops by 50%. When you build a third city, the growth of your capitol drops another 33% or 17% of your total prestiege growth. This doesn't make <span style="text-deco

46 Replies 94,048 Views

The same can be said for pathing of roads. I had an AI army get stuck at a narrow coastline because the road was built through a resource of mine, but the AI didn't want to leave the road and go around it. He just sat there, stuck, which also blocked me from passing that way as well. Roads should not path through resources, quest locations or lairs.

5 Replies 2,592 Views

Yeah, The monsters seem to ignore the AI players. My last game the AI took The Shroud and left half the monsters still wandering around. When I took the city he built in it, whooosh! I got attacked every turn for about 5 turns. And I only had 3 defenders in the city, but my killer Frost Mages were displaced by militia. That really annoyed me. I almost quit that game at that point.

4 Replies 1,421 Views

If buildings are supposed to scale with the city instead of having to build multiple copies as in WoM, then perhaps the cost should scale as well. A combination of fixed and percentage cost to operate the building would level the income a bit, increasing early income and reducing late game income. Apart from that, I think the best idea is to reduce troop cost when stationed in a city. Reducing stationed troop costs would make garrisons cheaper and more interresting than th

35 Replies 14,125 Views

It is a big adjustment to be playing against the AI again. I have to forget that I used to be able to roam freely around a mostly empty map because the AIs all got double-killed. 0.77 was more RPG than strategy game as a result. 0.85 is a different game. My first impression is that the monster AI seems to be much more aggressive against me than it is against the AI players. I get chased when I get too close, the AI can build cities right beside deadly stacks an

29 Replies 21,926 Views

FYI, I'm on XP and my crash zips were in C:\Documents and Settings\All Users.WINDOWS\Application Data\Stardock\Elemental - Fallen Enchantress

75 Replies 62,362 Views

There should be equipment that uses metal and crystal right from the start. Part of the problem is that you don't actually start using it until later in the game. If metal gave you pointier spears or harder shields early on, you might care enough to build a mine before researching metal armor. Hopefully there will be some basic magic items early on too. In 0.77 I build 1 crystal mine and 1 scenic location so I can train Drakes and the like. Anything more th

19 Replies 6,752 Views

There is also the issue of strategic kiting as well. All monsters can currently be kited in a sense that they can be baited into chasing you, leaving their lairs unguarded. You circle back around and take the treasure without a fight and destroy the lair so it doesn't spawn more monsters. The homeless monster then wanders around like a lost puppy. I have mentioned before that some/most monsters should be able to move more than 1 space on the strategic map to preven

218 Replies 401,001 Views

[quote who="seanw3" reply="95" id="3086055"]One primary fix to movement would be to disregard the leader movement bonuses during tactical combat. It makes sense that these work on a strategic level, but they ruin the balance of tactical combat.[/quote] I agree, and other bonuses should not stack. I disagree in more general terms with separating tactical and strategic movement. They should be the same, but strategic-specific traits should not affect tactical movement.

218 Replies 401,001 Views

Another option is to have every movement and action have a time cost. Only the time cost of actions would be reduced by initiative. e.g. Say moving your full movement costs 50 TUs and attacking costs 50 TUs. Moving part of your movement, say 3 of 5, would cost 3.5 of 50 = 30. If I just attack, my next turn will be in 50 TUs (reduced by initiative). If I move my full movement of 5 squares and attack , my next turn will be in 100 TUs (50 reduced by initiati

218 Replies 401,001 Views

Looking at the problem from a higher level, there are really two issues: Shoot and move, and initiative * movement. For the Shoot and Move issue, why not give an initiative bonus if you move and do not attack and/or initiative penalty for doing both in the same turn. This would allow units to rush past blockers easier by moving and not taking time to attack the adjacent blockers so that they can bypass them faster. In the case of kiting, given initiative being equal,

218 Replies 401,001 Views

I was playing a game where I took over an Empire city that was in the process of building a Death Shrine near the city. The City and territory turned Kingdom colors, but when the Death Shrine finished building, it stayed as a death shrine. Since I couldn't figure out how to destroy an improvement outside a city, I couldn't remove it or rebuild it as a life shrine. Is this supposed to happen? I thought Life/Death shards were supposed to switch back and forth dep

1 Replies 1,262 Views

There has got to be something screwy with the loot randomization. The last game I played, I must have found 8 pair of gauntlets, but not much else armor-wise. I just started a new game, and so far my loot consists of 3 Hate stones, 3 compasses, a Champion spear, and 2 poison daggers that I have not seen in about 10 previous games (but I have 2 now). So 8 of 9 pieces of loot are duplicates. There must be something that is

3 Replies 2,652 Views

[quote who="mqpiffle" reply="12" id="3081517"]AI units would gain a certain amount of aggression towards a unit which could force a shift in focus during the course of a tactical battle.[/quote] Do we really want an AI that is shifting aggro? Do you shift aggro when attacking an enemy? I bet you don't. For beasts, it is an interesting thought, but for an AI that is having difficulty being challenging as it is, I say just stick to trying to kill me as efficiently

59 Replies 55,232 Views

In all the games I have played so far, I have only rarely seen a trail upgrade to a path. It just takes too long for it to happen. Take two cities that are 12 squares apart. A caravan should travel 4 squares per turn, which works out to 3 turns to the other city and then 3 more back for a total trip time of 6 turns. It takes 20 trips to upgrade a trail. That means from the time you establish your first caravan, which is usually at least 60 turns in, if not more,

0 Replies 1,198 Views

Since some buildings are good early on, but later aren't worth the cost (like Masons after you have built everything, or Barracks if you are not going to train troops there again) removing those buildings is smart. Perhaps this is tedious micro-management that should be resolved some other way, but as long as you are paying maintenance for buildings you are not using, removing them is good management. But have you ever tried to remove a building? You click the Destroy it

9 Replies 3,690 Views