K, but what happens when some of those units die, and the animation only depicts 1 or 2 units? Do they still receive the swarm bonus from 9?
GFireflyE
Also note that earth magic really comes in handy here, as you can raise and lower terrain, and once level, gives you addition space to expand your city. I've done this many times on the edge of the ocean. Dont' know about up against mountains.
I'll toss my idea here too: Have the tatical map decrease in size every X turns. This allows units to initially kite, but with a time limit, as eventually they must duke it out in melee.
Another option, though this would most likely be a 'feature', would be to decrease the size of the tatical map every X turns. This way, ranged units are welcome to kite...but eventually they're going to run out of room to kite.
[quote who="Simplicity123" reply="120" id="3237495"] See, I think the argument you're making leads to the exact opposite conclusion. First impressions *count* now more than ever. GalCiv:TA *is* a great game. It was not as good of a game when it released, but it was still pretty fun in the intial release stage. Was it a great game at release? No. Probably not. And that's why it's not in that list. But then it was released i
[quote who="Heavenfall" reply="114" id="3237550"]I don't really like the sound of limits on tactical battles - it sounds terribly arbitrary. I can strike the enemy - which I am in melee range of - exactly 7 times but NOT 8. [/quote] I would rather a 'number of turns of inactivity (other than movement)' instead of 'limited number of turns'. Still can be abusable, but with the regen nurf, to stay in battle you need to take the occasional hit.
[quote who="GFireflyE" reply="13" id="3237019"] Quoting Kestral2040, reply 12 Quoting GFireflyE, reply 3 [Bug] Just got Queen Procipinee to level 4. I thought this was the level where you choose the ‘path’ however; Path of the Warrior is unavailable and is instead replaced with Potential I. What’s the deal? that's really weird, has anyone else seen this happen? With any units? Is it possible
[quote who="Kestral2040" reply="12" id="3236693"] Quoting GFireflyE, reply 3 [Bug] Just got Queen Procipinee to level 4. I thought this was the level where you choose the ‘path’ however; Path of the Warrior is unavailable and is instead replaced with Potential I. What’s the deal? that's really weird, has anyone else seen this happen? With any units? Is it possible she already had path of the warrior somehow at/pre level
[quote who="NaytchSG" reply="9" id="3236933"] (Heh, plus I just bumped this post [e digicons]:ninja:[/e] again) [/quote] lol. sneak. Oh...wait. [e digicons]:-"[/e] [e digicons]XD[/e]
It doesn't force you to do anything... However, it would be nice if there was a 'stale' mechanic put in place, ie, if there is non-combat for 5 turns or something, you 'flee' from combat and get zero experaince from the encounter. The encounter could even reset as if you didn't defeat anyone, but you still take the losses (if any).
[e digicons]\o/[/e] Two thumbs up from me!
[quote who="mqpiffle" reply="19" id="3236479"]I have a simple idea to fix the problem of not needing cities to complete the game: Advanced traits should require buildings, which should require tech unlocks. Want an assassin character? You need to build an Assassin's Redoubt. Want a wizard character? You need a Wizard Tower. And have more impressive traits require more building upgrades. Without these traits all that should be available ar
[quote who="seanw3" reply="6" id="3236448"] Quoting GFireflyE, reply 5 We are in agreement. I don't agree. The power of 1.0 is in their hands. After that the modders have the real power! [/quote] lol. See my first reply. However, I do agree with you
[e digicons]k1[/e]
[quote who="Frogboy" reply="3" id="3236286"] It'll be interesting to see how people feel about Beta 5B. Troops get trained a lot faster, are relatively better than they currently are and you won't be finding great weapons right off the bat, you won't get as much HP per level. A high powered champion will still be awesome but they won't be, we hope, insanely powerful. Another thing that helps is that Beta 5B will be the first beta where the AI'
[quote who="Mmrnmhrm" reply="67" id="3236144"]My 2 cents... I wouldn't say that the game is ready for release right now. But I think anyone suggesting that it's months away is being hyperbolic. You could spend 10 years on something and there will still be people who will say it's not ready. Just a casual look through the beta reports makes it patently obvious that the game is just about ready for release. It's no longer about crashes or game stopping bugs
[quote who="UmbralAngel" reply="3" id="3236257"]I think its great that you are taking the time to give feedback to the devs, but alot of beta testers make this mistake. You are NOT entitled to a response for Stardock for any posts you make, and you certainly shouldn't presume to call them out and say Stardock look at me! Generally they are polite and just ignore this in most cases but its rude to act so entitled. I understand why you may be frustrated. Many of the longer form p
Interesting concept. I would imagine such terrain bonuses would have to be intergrated into tactical combat aswell in order for the faction's units to take advantage of their home turf...
@ Derek Paxton : What about AI building outposts too close to their cities? Often I take over an enemy city with outposts only 1-2 squares away. Effectively useless. I would think a minimum of 4 squares should be in effect...
Had it too....right around season 100. Game crashes and no matter which save I load, the end is inevitable. A shame...
[quote who="Derek Paxton" reply="6" id="3236136"]Is there any chance you have modded your local xml to try out some of the changelog changes? I mention it because one of the changes (4 base hp + 2 per level) ends up giving the mites negative hit poitns (with all their hp penalties) so they end up dying on placement, leaving their lairs empty. I fixed it for the patch by adjusting their hp penalties to fit with the new scale but for some reason it sounds like you are running i
[quote who="NaytchSG" reply="1" id="3235217"]Great post... I always wondered why a scouting unit couldn't be a summons spell, like the eagle in AOW:SM. Always a useful spell. Good point about essence, as well. Thoughtful and well-written +1 sir! [/quote] Thanks for the vote of confidence. Unfortunately, I don't seem to be picking up the right audience... C'est la vie. There's
"I would love it to stack up and just show "Vital strike II: +3", instead of having 2 entries." I thought it was a replacement effect? The Vital strike II +2 bonus replaces the Vital strike I +1 bonus, thus making the icon representing the Vital strike I actually very useless... Consideringi that other abilities replace their coorisponding icons, this would make sense to me...
Sea units and sea combat is overrated, imo. I like not having to make sure all my cities are built close to the shore so that I can build all the ocean improvements aswell... At most, waterwalking should be as much as it gets, but flying easily superceeds that, so not much point, imo. I'd rather see east-west and north-south wrapworld imbeddded into the map generator.
@ Supreme Shogun : All very good points! [e digicons]:thumbsup:[/e] On the staves point, maybe have their elemental damage scale with shards? Just a thought. @<a id="ctl00__Content__RepeaterReplies_ctl23__LinkUser" class="hand" title="Click user name to view more options." onclick="Sd.Menus.showMenu(