3A Gameplay Issues

Beta 3A has several issues that may not be bugs but do seem to impact the flow of the game:

1. The AI for the other soverigns uses the same tactic in each game start.  They build one city and then pump out pioneer units to found more cities.   Almost always they very quickly surround the player's first city.  I have watched these new cities and their tactic is also to pump out more and more pioneers. I am not sure that the gameplay will be helped by this type of a "pioneer rush".    There may be a tendancy to turn this into "Elmental Simcity".  It would be much better if they sometimes did other things.  I actually enjoy city building as one aspect of the game.   I just don't want it to be the only aspect.

2. A number of the "treasure chests" and other items do not open when you walk on their tile.  A message is received saying something like "you get a feeling you should not enter".  That's OK if this is way too high a level for my party.  In that sense its a bit like what happened in MOM when you entered a "feature" tile - in that game you received a preview of one of the monsters waiting inside so you could make a decision whether to enter or not.  AOW Shadow Magic is much the same.   The problem here is that you sometimes get this message on basic huts like the one in the "wild goose chase".   Unless that has been changed since Beta 3 there should not be a serious danger inside.

3. Someimes when I start a new game in 3A, I am not given the option to build a farm (or any other food producing structure) even though there is a patch of fertile ground right next door.   Its not that the farm is greyed out due to the lack of some material - it's not even in the option list.  Well this pretty much stops the game as you can never get enough food to build the first hut to get more than 10 people.    

I would appreciate other perspectives on these issues.

Thanks,

Xaltotun

1,698 views 8 replies
Reply #1 Top

even though there is a patch of fertile ground right next door.
End of quote

Is this patch adjacent by a side to you city?

Reply #2 Top

The patch is adjacent to the city and within its limits.   

Reply #3 Top

Unless I am doing something wrong Imbue land does not work either.  

Reply #4 Top

1. Haven't seen more than a few cities, but then I usually play defensive in the beta.

2. Janusk shoud explain this better, if an AI researches a higher level of quests the huts spawn for everyone, yet only those who have researched that level can enter.

3. Have you researched farming? If you haven't I think I have your problem, but if you have, then you have to have a building or the city centre within a small radius of the farm unless you claim it with a pioneer.

Reply #5 Top

ditto on the pioneer rush.  i thought this was supposed to be a few major cities?

 

plus, HOW does the AI do it? pioneers cost 100 gold + materials, the AI im playing against has 0 gold income...

Reply #6 Top


Beta 3A has several issues that may not be bugs but do seem to impact the flow of the game:

1. The AI for the other soverigns uses the same tactic in each game start.  They build one city and then pump out pioneer units to found more cities.   Almost always they very quickly surround the player's first city.  I have watched these new cities and their tactic is also to pump out more and more pioneers. I am not sure that the gameplay will be helped by this type of a "pioneer rush".    There may be a tendancy to turn this into "Elmental Simcity".  It would be much better if they sometimes did other things.  I actually enjoy city building as one aspect of the game.   I just don't want it to be the only aspect.

2. A number of the "treasure chests" and other items do not open when you walk on their tile.  A message is received saying something like "you get a feeling you should not enter".  That's OK if this is way too high a level for my party.  In that sense its a bit like what happened in MOM when you entered a "feature" tile - in that game you received a preview of one of the monsters waiting inside so you could make a decision whether to enter or not.  AOW Shadow Magic is much the same.   The problem here is that you sometimes get this message on basic huts like the one in the "wild goose chase".   Unless that has been changed since Beta 3 there should not be a serious danger inside.

3. Someimes when I start a new game in 3A, I am not given the option to build a farm (or any other food producing structure) even though there is a patch of fertile ground right next door.   Its not that the farm is greyed out due to the lack of some material - it's not even in the option list.  Well this pretty much stops the game as you can never get enough food to build the first hut to get more than 10 people.    

I would appreciate other perspectives on these issues.

Thanks,

Xaltotun

End of quote

 

the point is game still miss a important feature: a malus to build more cities

like there is in civ with happyness or even in mom

 

its not possible that building cities over cities just produces bonuss and no malus at all

 

so the ai actually does the smartest thing

 

we first have to see some heavy malus kicking in and then we can talk about ai

Reply #7 Top

Some notes so far on the pach:

 

The Good:

CITY LEVELS! AWESOME.  This makes city building more intersting/more city specialization.  Maybe add other bonuses besides +30% over and over again....ie first +30percent gold, then maybe increase funds from trade, and after that (high level citys) get a merchent champion? 

 

Unit design: like the changes in weapon stats.  I can tackle bigger baddies earlier, making it more fun

 

Adventuring:  I like the amount of huts....gives something for your champions to do while your cities are building up/dont have the economy and research to build an army.

 

Spellbook- Love the UI changes.

 

Needs Improvement:

Adventuring: SOMETHING to denote the 'level' of a dungeon. That, and more quests

Heroes:  When playing as an empire, there arent any empire CHAMPIONS.  Please add more.  Would it be possible to have fallen champions as 'creature-adventurers' for kingdoms (with still hireable human champions), and vice versa for empires? (fallen/empire champions CAN be hired, kingdom champions cannot)

 

City Spam:  AI rushes pioneers.  This forces an early 'land grab' aspect to the game....NOT fun.  hated that part of civ.  

 

Still waiting on those tactical battles.....

 

Bugs:

improved stability, less 'disappearing forests/buildings/heroes', but still present.

 

Unable to harvest resources: After reasearching lumbermills, i planted a city directly next to an old forest, and was unable to build my mill.

 

Reply #8 Top

the point is game still miss a important feature: a malus to build more cities
End of quote

Have you see how cost increase each time you want to found a new city?