I disagree too. Prestige is about the only mechanic which benefits small empires of big cities over large empires (and it is only a small counterbalance, large empires are generally still far superior). If you reduce the effect of prestige then you are comparatively increasing the benefit of the growth spell and saying the player may as well settle as many cities as possible to get the most growth spells active.
Mistwraithe
Well said Malsqueek. Could quibble slightly over some of your suggestions but overall I'm in agreement that FE is a good game now but it needs more work to become a great game.
Nice post. Broadly speaking I agree with Werewindlefr . Obsolescence is of course necessary, there needs to be a reward for researching better weapons/armour, but currently it steps up in very big steps, possibly too big. The randomness is both part of the beauty of the game and a curse. I like the thrill of exploring, not knowing what I will find and how I can best ta
So true. Said in many posts around the forums (including at least 2 by me) but Kongdej has said it even better...
Rounding possibly? The numbers are fractional underneath everything, they just get rounded when shown onscreen. So the city might actually be 1.2 pop away from going up to the next level and is still 0.2 short after 1 turn, does it go up in level if you wait 2 turns?
Actually it occurs to me that maybe the Altar I was watching DOES have the scout ability if it is a custom faction I made ages ago and then forgot about (as I said above there are two Altar factions in the current game). I'll have to check if I get time to start FE again this week... assuming I can check, it doesn't seem easy to find out a good list of faction info.
Thanks for the positive comments guys. I really apologise for the poor formatting of my original post, I knew at the time it would be much nicer if I grouped things better but I really am short of spare time this week - maybe I'll go back and tidy it up some lunchtime. Anyway below are further comments from later in that game. I'm still enjoying it but I am finding the game 'slow' to play, not because my computer is slow but because there seems to be a lot of overhead
I've played one game now and have two main things to say: 1. The game is becoming both great fun and rather addictive. 2. The game is a long way from being stable, polished and balanced. Unfortunately I'm really under the gun this week and don't have time to tidy up this list of problems so I'll just regurgitate them in the order I wrote them down. My impression here is that some of the UI issues I have pointed out may not have been mentioned to Stardoc
Yeah, good ideas. Will see what Stardock come up with but I hope they aren't going to stop with the band-aid half solution they currently have.
I'm enjoying the game, it has that one more turn feel for me. If this was the previous vote (which was during the mechanics betas) I would be tempted to go Excellent (last vote I think I went Good). However it is not that vote. Instead Stardock are increasingly talking as though the game is ready to release. Frogboy in a post said FE was now the most solid and polished game they have ever released. So one must vote in this context of a nearly complete game. And I'm afraid in t
For some reason this thread became a discussion about how injuries could be healed: https://forums.elementalgame.com/432646/page/1/#3238129 I think each magic school should have some high level spell which helps get rid of injuries. My contribution yesterday was: Life: Highish level (4?) spell costing a moderate amount of mana (150-300?) to heal one injury (probably random?). I think Life magic should by a s
[quote who="cardinaldirection" reply="7" id="3238008"]The notion of injuries being curable is interesting.[/quote] I think all magic paths should have a difficult way of curing injuries. I've posted some of these before but for example: Life: Highish level (4?) spell costing a moderate amount of mana (150-300?) to heal one injury (probably random?). I think Life magic should by a small margin be the simplest and best of the schools at healing injuries. Earth: A her
All good stuff, I look forward to reading more...
[quote who="ddd888" reply="78" id="3237565"] quoting post: We do want players who have invested in their champions to be able to win epic battles, single handedly. i just hope you change your mind on this its so bad mechanic and so uncool i dont want to waste words on it[/quote] There needs to be some middle ground because the opposite situation, where you spend all this time leveling your heroes, buying/trading them equipment, casting spell buffs on them,
Interesting post. Don't agree with all of it but I agree with some of it and surely that is all one can expect on the intawebz? But... [quote who="Simplicity123" reply="96" id="3237248"]11) Quests. ... Guys, I know you've put a lot of effort into it. But quests are not fun. I've wanted them to be fun. I know it's all extensible. And great. No, here's what it is. Go to A. Then, go to B. Fight someth
Nice comment Ausland. I feel somewhat the same, however reading through my post I found myself thinking that most of your problems are in theory solvable with balance improvements. Smashing everything with heroes and not needing troops/cities - balance issue Already won by the time can defeat wildlands - balance issue (and AI arguably because the AI needs to remain competitive but not overpowered) all game. Wonders/unique buildings not worth caring about - b
[quote quoting="post"] The tax rate is applied to the entire cities gold production, running with low taxes is much harder now [/quote] By this do you mean that the tax rate is now applied to the gold from Merchants etc too? If so then I hope you have increased the gold bonuses from these buildings accordingly. If Merchants now give 1 gold x tax rate (ie 0 or 0.1 gold usually early game?) then there is going to be little point in building them.
My current game I didn't have any Earth magic until I bought a tome (I was a Channeller).
I would be happy with a 'salt the earth' spell as one way for warmongers to stop the AI resettling land. I would still want a way to fix the earth too but as SeanW3 has suggested the rejuvenate land spell could be at an easily reachable level. Not completely thrilled about it being Earth 3 because if you don't have Earth 3 magic then you are just as screwed as in my original post. I would prefer it to be a spell that all sovereign's can cast from the start. However I a
If you want big cities you need to research the right techs in the Civic tree. This makes sense to me. (It also helps if you have 2 or 3 towns building the improvements which increase food for all cities in your empire). In general an excellent list of bugs though!
I think Kestrel is right, it is Stardock's problem to organise the bugs in their internal system. It would be nice if there was a way for us to see the bug list so we could check if something was already mentioned but given limited time I imagine it isn't a priority for Stardock (and there would be other issues in letting us see their internal systems too ;-) ). I certainly agree that there are a lot of bugs though. Hopefully this message is reaching Stardock, FE is NOT ready
I intended to write a post about the bugs in 0.98 at some point. It strikes me that 0.98 is buggier than the last couple of beta releases. I've had all sorts of glitches, my sovereign's army stack disappeared at one point (it was still there, the tooltip said it was, but I couldn't select or move it until I restarted the game), one time I suddenly stopped being able to move any units, I could see them, select them but not move them. Double clicking to case arcane monolith more oft
[quote who="Trojasmic" reply="8" id="3234898"]So there's the first problem. If you came here to play an empire building game, then FE won't meet your expectations. FE is more a of hybrid, but as an "empire builder" you'll recognize that there are warmongering empire builders out there who don't like tedious cleanup when they're rolling through the end game. It is these gamers that Stardock thankfully created a mechanic so that the AI won't be able to
FE is making progress mechanically but as I have played more games there is one thing that has really begun to stick out like a sore thumb. When a city is destroyed, by any method, the ground around it is left barren. It is not possible to build a new city there. I believe this is by design (certainly it has been there since WoM) but I also believe it goes against the philosophy of FE. I will explain. For an empire-builder player like myself the greatest satisfaction in most strategy
Agreed entirely, in my current game while traveling I accidentally stopped a hero on a Deadly Quest. He wasn't in any condition to try the quest on his own and so of course it disappeared when I said I wasn't ready to do it. These sorts of things feel more like bugs than features (even if it is actually meant as a feature by Stardock).