Distant Worlds without a doubt!
Das123
I won't be playing again until the beta patch. Some of the UI issues are making the game unenjoyable and I want the next release to be fresh so I'm taking a breather for now. I'm intrigued to try out the new changes but completely understand if you guys think it best to round off a few of the new corners before releasing. The problems with the game are annoying but understandable given the early public beta phase the game is in. Still think this is going to be one awesome game.</p
Agree 100% with Brad's OP. And the excuse that kids have a hard time finding the first job doesn't cut it with me. If they really look they should be able to find something - and if they don't they can join a volunteer organisation like Surf Lifesaving and get some skills while learning about responsibility - and meet a hell of a lot of potential employers too. I made sure all of our kids hunted for a job on their own when they turned 15. All of them got jobs that
[quote who="Magog_AoW" reply="71" id="3077905"] Quoting Austinvn, reply 60 FE has a few exciting techs that open up something completely new - the dragon ally tech comes to mind - it needs more. All that stuff in the lower end techs really needs to be accessible from the beginning with no research, or consolidated into fewer techs. I've only played a handful of beta games and I'm already sick of re-researching very basic stuff like groups of soldiers and inns and shard
Agree strongly that there should be pop-ups on the turn you finish building and have an empty queue.
There shouldn't be restrictions on what you do with your 3 spawned troops because the idea there was to be able to use then to balance stacks and to give opportunity to split stacks. As far as it being difficult to code, there is one portion that would require extra calculation but the rest should be able to be done within the XML (not that I've looked in there much this time around). 1. All factions start the game with tech to produce Spearmen, Swordsmen and A
I'm not going to re-hash old posts other than to cover the issues: Troops are difficult to build until the mid game. Cities are too easy to build and you end up with cities spammed all over the map. It is more viable to build a city than an outpost bang for buck. I was reading Derek's post about the proposed changes to the game and thought their may be an opportunity to fix all these
Thanks Derek :) [quote quoting="post"] Imbuement has been removed from the game. [/quote] If everyone is using magic it may become a little too much. I guess this will be re-balanced in following patches. [quote] For example, I like the ability to recruit monsters. But it’s too hard to get and not rewarding enough when you do. [/quote] If this leads to early-game varied stacks then sounds great. [quote]<
[quote who="Panda_Power" reply="10" id="3076820"] But you haven't played FFH for Civ 5...... [/quote] FFH for Civ5 = Warlock: Master of the Arcane ;)
Sounds great. :) I can't wait either.
Just updated the OP to include the Age of Wonders video as a bit of a comparison. @Beric01: Dex increasing damage for ranged units would be a great idea.
Here is another 'Let's play' style video of Fallen Enchantress I made this morning. :) http://youtu.be/cVMAPBLqzyc I also made a corresponding Age of Wonders video for comparison which I'll upload soon (had a sound issue at the end of the recording). Here is the link to the Age of Wonders comparison: http://youtu.be/3LplI_W8AUI
[quote quoting="post"] It knows I’m the aggressor It knows what turn it is It knows whether I’m a Kingdom or Empire It knows my power rating. What sort of evil should we inject into the function above? [/quote] Does it know how many movement turns you are away from attacking a city? Does it know the strength of your potential attack stacks? Does it know the bonus it gets for defending? Does it compensate for magic and other bonuses when
WoM is much better than it was when launched but is still a poor game. Fallen Enchantress is already a good game and will get better. Definitely wait.
Sounding like a name conflict with Magnar Imperium city could be at play here perhaps?
It would be nice to get feedback in threads from the devs that they have at least read them and if we knew that an idea was impractical then we could stop at that point. Feedback could be as simple as: 'Concern noted. Suggestion impractical.' And as long as we Beta Testers know that the devs aren't going to get drawn into discussion on their plans then all is cool (or should be). It would save us a lot of angst getting a little feedback on the practicality of ideas
Interesting post. I also have never played MoM so it was good to see your thoughts.
Please poke away. :) The player losing the city would indeed lose 25% of their possible production unless they could win the city back. But importantly, the attacking player wouldn't really gain a great deal. So while the attacked player suffers, the rest of the players are still on relative parity with the attacking player. The problem at the moment is that the attacking player gets too much of an advantage for taking cities. An attacking player could wipe half the map an
I agree with you (although I started off wanting to limit the number in stacks). I really like the idea of giving heroes incentives to take 'army' traits rather than punish 'hero' traits.
I really like most of the points in the OP. If this was a mod I would have it installed for sure and doubt I would play 'vanilla' again afterwards! I haven't looked at the XML but I would think many of the suggestions would be moddable. :)
I'm not sure if the goal is to shift the game more into the RPG sphere at the expense of the strategy component. One thing Frogboy mentioned a while back is that the team was very focussed on 'choice' and I guess this struck a chord with me. I felt that having 'choice' as a primary goal was ideal for this sort of game. Frogboy had also mentioned that many of the design decisions in War of Magic where about balancing at the expense of choice. I hope I'm not misinterpret
2, 8, X (Reduce city spam and city micromanagement)
Here is a summary of the ideas so far in the thread and some comments... Champion Stack of Doom Split XP (Stupidity10) Sounds like this is on the way. Should be part of the game anyway. Champion conflicts (AlLanMandragoran) Interesting concept. Would increase RP but possibly add stack micromanagement - but this is the t
[quote who="CdrRogdan" reply="27" id="3070469"] An extra city is a huge boost in your economy (especially if you are only limited to four), even if it does not increase your actual production. You would easily trounce the opposition if your economy was 3 times the size, err assuming the units get balanced properly for this to matter. [/quote] I mustn't have made what I meant very clear. You don't get the economy of the vassal city. You get the economy from the carava