There is a malus for cities, they grow slower. the problem is that malus decreases in effectiveness past the 2nd or 3rd city. Maybe unrest should increase also with each city if cities > prestige.
Alstein
It's handled like Steam, except you're not limited to playing on 1 machine at a time. That said, the FE beta does require internet activation (it downloads the latest XML file) on startup every time (moreso for testing then DRM purposes)- the final version won't require this.
[quote who="DsRaider" reply="20" id="3090847"]Well they would replace the existing counter spells and would be just be normal spells in the spell books. Dampening Deluge could be a lv3 waterspell instead of Mana Leech, which is a totally useless spell. Desert Wind could replace Manaburn or be a mixed lv1 air-fire spell. You could also directly replace counterspell with something like SpellSheild: target unit gains 30% resistance to fire, lightning, and ice dmg. [/quote]
[quote who="Heavenfall" reply="1" id="3090705"]What exactly did the chokepoint consist of? Cliffs? Mountainside? That's easily fixable. It will be harder to fix dynamic stuff such as cities. [/quote] Peninsulas. The AI doesn't use raise/lower land spells, and I rarely have access to them, especially early game. So it is a problem.
[quote who="DsRaider" reply="3" id="3090718"]Are they all female?[/quote] And have the title Spear Maiden? Oh god, I really hope this isn't my fault... If so, I'm really sorry guys- that's a custom unit I used in one of my earliest games.
In GalCiv 2, I believe this was a change made in one of the last patches. The downside here is boss monsters with 100+ defense would end up largely immune to normal troops under this scenario.
In GalCiv II, a Logistics screen was eventually added. When there are multiple stacks in the same square, a keyboard shortcut+ a UI button should be added to bring up a similar screen.
[quote who="DsRaider" reply="15" id="3090713"]I would like to see some more specific protection spells be made available instead of counterspell, which is boring and a bad mechanic. For instance Dampening Rain could reduce fire dmg taken by 60% for all units, castible both tactically and strategically. Grounding could make target unit immune to lightning. The Desert Winds tactical enchantment could reduce cold dmg by 70% for everyone in a 3x3 square. If someone is spamming Pillar of Fire or F
This is a minor, but fixable issue. I've had a few games now, where a level 9 champion of my own faction was on a chokepoint, making a large part of the map inaccessible to me unless I researched Erog's Journals, which is expensive. At least if it was an opposing faction I could kill them. It's annoying when it happens. I think this would be an easy problem to fix: for champion locations, check to see if it's a ch
The .86 experience changes largely do seem to fix this problem. I still think the system needs to be tweaked some though, especially for lower levels, but the concept isn't bad.
I agree that the costs of items, and the sell values , are still too high.
Shards themselves are the problem- too much mana. This will be fixed eventually, they intentionally made the maps produce too many shards right now. Counterspell is resistable BTW, but it might be very hard to resist- I've only seen it resisted by boss monsters.
.86 is a huge improvement over .85. That said, I noticed the AI spams a ton of units at you- often of marginal quality. It's almost farming for XP. Reminded me of GalCiv II some.
I'd suggest something a little different Movement points would a set amount per x number of impulse Initiative would determine when it's your turn. You'd move as much as you earned between your last turn, so you might only be able to move 1 space in a turn, other turns 2 spaces, but you could attack when it's your turn Spells with charging time, as well as poison damage, would be a set number of i
I think they need to be tied in to other promotions, like path promotions.
[quote who="mqpiffle" reply="7" id="3089761"] Quoting Alstein, reply 2It forces you to split your champions up before it's truly viable to do, meaning the early game is a lot slower. Build regulars to help your heroes. The new system is not unfun. To your other point in the OP, I wouldn't mind them trying to implement some of those ideas, and having specific unit traits that allow champions to destroy more than one unit in a group, Sauron-like (where&#
[quote who="Frogboy" reply="6" id="3089588"]I dunno. I'd almost prefer the techs increasing the $$$ you get from cities rather than monkeying around with the taxes. That way, players are making a choice. As the game gets more balanced, I think you'll see that some people may want to turn down the difficulty (we're probably going to have Easy be the default instead of Normal) since a lot of users are used to gold just spilling everywhere. There is also the que
[quote who="Thoumsin" reply="56" id="3089120"] Can you promise that if steam die someday or if you have a different with steam and that your product is removed from steam ( like it have happen with Dragon age II or other game ) that you will allow people who have buy on Steam to redeem their Rebellion game on the new Stardock central for a version who don't need Steam... i trust Stardock but i don't trust Steam... [/quote] Steam isn&#
this also happens when you settle as an empire on a life shard. It takes a full turn to convert to a death shard.
I could do it in .77 with any faction for 100 gold. Maybe these lairs should cost a heavy amount of diplomatic capital, but with a huge discount for Serpent's Pact, and their trained monsters start with +1 level. On Derek's reasoning for the champion change: I understand why it was done, I can see the logic. I also suspect that I might be whining a bit because nerfs are unfun even when they're needed. That said,
More testing- it is not just shortbows, the ignys longbow also has this problem.
It forces you to split your champions up before it's truly viable to do, meaning the early game is a lot slower.
This is just my suggestion, I don't know if it's feasible: but it's based on these assumptions/opinions 1) The old system of champ stacks of doom was imbalanced 2) The current system is unfun 3) The real issue isn't champ stacks vs monsters, but champ stacks vs units as a rush tactic My solution: In a single melee strike, a champion cannot defeat more then 1 unit in a group of units, be it mo
I agree entirely. GC2 had this.
My current impression is that this change is unfun. While stacking champions is OP, the current system is just a nerf- it feels like there's still no real choice and this also adds in a large amount of early-game tedium to build up spearmen. The problem is reverting isn't the best solution either- even if I think it's better then the current solution.