Traffic doesn't always correlate to sales, I've read enough of cliffski's blogs and his frustrations to know this.
Alstein
I already adblocked them. They are annoying. I see no point of ads on a company's forums- as presumably they are for folks who already bought the game or have real interest in the game. Besides, SD's forums are slow enough without having to add more stuff.
as for horses- they should double maintenance costs for troops. As for a hard counter- spear units should have a cavalry foe trait available (+DEF vs mounted) , as should defender heroes. Archery should have an accuracy penalty unless you get a horse archer trait (Should be assassin/warrior)
I think a beta 5 would be useful, but could be done post-release. I'm not expecting beta 4 info until the end of June. This game does need to come out this year. This game is already in the very good category. I'm ok with no bugfix, while I'm really enjoying the game, I can put it aside for a couple of weeks due to a mini-backlog.
Talk about a log trap...
The DLC is also half off.
+ initiative on heroes will counter that. Also , those thunderstrikes take mana I believe. Good luck doing it over and over.
[quote who="Frogboy" reply="3" id="3167925"]I think the case could be made that master scout CITIES and other structures should still be targeted by monsters. There's nothing stealthy about a city[/quote]\ This is my suggested nerf. Maybe pioneers also. I do think monsters should do different things if they take over a city, in some cases, disable a city until they are captured, and costing pop, if pop goes to 0 city is destroyed. <
Even though it doesn't affect the base game , for the sake of modding I'd like to see the devs implement better rules for betrayers and life/death shards.
I voted used Steam but prefer not to. Steam won the DD war, they're a monopoly in my eyes. Right now, a benevolent one. However, gamers have proven over the years that they'll keep taking it over and over- they have no desire to enforce good practices in companies- what happens when/if Steam goes evil? What happens when Gabe retires? Will there be a viable alternative? Impulse could have been that alternative, but Gamestop dropped t
I have to agree that the current system isn't a real choice. Krax can do it the entire game, and they should be the ones most likely to tax the most RP-wise.
It's not just pioneer spam- one common problem with Stardock games is too many units in general.
One idea: those with administration, have to cast administration on the strategic map (0 mana spell) to use their abilities. This locks them into the city they are in, but allows them to gain XP per turn at a good rate. Adventurer's Guild should be a world wonder, and stronger.
I'm disappointed also, and came in with the same expectation. How hard would it be to fix this UI problem in the future? I'm assuming FE is too late in development for this to happen, but could it happen in a 2nd expansion. Maybe this is one of the things you should do a DLC poll on. The Life/Death shards thing creates a problem for Krax, as they can end up with Life Magic Champions. Do they get benefit f
In many ways this does feel like the GalCiv II AI, which isn't a bad thing, but the AI does need some more variety in approach.
In a way, there's a bit of a free rider problem here. If gamers collectively did what was moral, we'd likely have better games, as voting with the wallet would cause real change. That said, most of us aren't willing to sacrifice a great game for the sake of what's right. I do think in the PC marketplace, DD has caused some good in this regard, as it has increased the supply of lower pricepoint games, and so morals are more ea
It could be broken in some combos, like Altar+ Karavox (all that influence) Also it could create a slippery slope situation, especially among players. One side effect balance issue: do Karavox's Silver Tongue/Broken Loyalties abilities scale well costwise with Altar's influence abilities? Not sure how or if this can really be tested, and this may be an obscure balance case.
Seems to be consistent. Might not heal opponent if it's resisted, unsure on that though.
That needs to be kept, and made an option for heroes to switch weapon. Should take 1 turn to do.
Suggestions on henchmen: No stacking of bonuses XP Penalty is based on the greater of number of henchmen or number of champs, so you can have 1 henchman for every champ. -or- Global cap on henchmen= global prestige.
I'd also suggest some tweaks to Ceresa Spells: Wail becomes cast time 1 or 0, Dirge becomes cast time 2. Right now it's level Ceresa to get Dirge, then steamroll folks, kinda cheesy (doesn't work on some monsters though, and might not work on Gilden, but you have Soulburning for that) As for Elementals: they do need to power up as the game goes on, maybe magic techs should spawn higher level/better elementals. Or having more shards of one type in
That level 3 building should replace the apothecary. Right now does anyone select the x% bonus buildings when queue is empty option? I think those buildings should be replaced. Then again, that might be part of beta 4 (can Brad/Derek answer if the city level buildings are in play for that?)
What I'd like to see, is path of the Mage unlock spell professions, that would provide bonus spells to magic levels. Like fire magic+ summoner= a stronger type of fire elemental at say Archmage Earth Magic+ Mage= stoning spell Some of the Book of Flames/Frost/Winds/Stones spells should those techs disappear should end up here. Mage path is the strongest right now, so this would be a slight nerf, but an interestin
Yep, this is a problem with the engine. Noticed this bug, though with champions they don't disappear at the next turn.
I spotted this bug in my game, though it wasn't consistent,