Idea on that idea listed above. Maybe if you want to enter a higher level lair then your tech allows, you can try, but there's a chance, depending on how short in levels you are, that you reach a "bad end"- and die without getting to battle. Maybe 30% chance if one level short, +20% for each additional level. Maybe per unit. Maybe with some nice funny messages, like "A giant pigeon hatofully rips your champ
Alstein
Curious, what will come first on Thursday, the new round of beta invites or the .76 patch?
[quote who="Trojasmic" reply="2" id="3064237"]My only gripe with magic right now is that we need an autoplay (no magic) button for tactical battles. I hate watching my mana getting used up for a battle that I could win without it... and no I don't want to have to play the battle just to ensure my mana isn't used.[/quote] This is a common suggestion, I think we'll get it sooner or later. I think Brad wants it for the AI, as he's complained abo
AOW:SM boats/navies were non-functional. The AI would never use them. Civ4 took fan patches to make boats useable. This is not something trivial to add, but it is something I'd want as a focus for the 2nd expansion
I can verify the existance of that bug, and I'm pretty sure I had similar issues in WOM, so it might be from some very old code.
[quote who="seanw3" reply="37" id="3064155"]I have noticed that accidently clicking on the edge of a mountain will cause the unit to go the opposite direction. I will try and post a video of it when I get some time. [/quote] I ran into this bug as well, I think it's a holdover from WOM.
The big things I'd want to see for outposts is militia, ZOC, and no razing in the ZOC. Maybe outposts should be able to "build" upgrades slowly, or rush at a cost of gold/metal/mana.
This is an early beta, the AI will improve, and much of the problem is due to balance issues. This is why betas exist, so these problems can be fixed.
I think it's a little too slow, mostly at early game.
I hope boats is something that will make the last Elemental game. (we got one more after this) When this game approaches release, we should get together and make a list of the content we'd want in the next game or post-release. There are things that can be expanded on right now.
[quote who="joasoze" reply="3" id="3063892"] I am pretty sure the champion stack of doom will be nerfed somehow. If not its not a game for me. Then normal army units will matter.[/quote] This is conjecture here, but my not-very-informed yet opinion. I think the better option would be to buff the standard units instead of nerfing champions. Also, having champions who lose in victorious battles get KOed and have to retreat , would p
Looks awesome , hope we get it this week.
I know this was listed, but I think the AI needs to learn when to not use magic- like with lopsided battles where the other side can't use magic. Player needs this option to- (auto-resolve, no magic) option. Example: Resoln used 30 mana to kill a couple of bandits when she had a couple of champions as backup. Any more overkill and I would have wondered when Dragon Slaves were implemented (and I wouldn't put it past Derek
This works. Everyone with problems, apply the above solution. Thanks.
Traditionally you don't need to replace these modified .exes when there's another patch. That said, backup due to that nasty Windows 64-bug for some comps
I agree in finding it tedious, while I can see why people like it, I think it's an unneeded feature. I do think someone the tax slider needs to be accessible from the main screen though. Otherwise I forget about it.
I can verify this one , which happened with a caravan for me.
Maybe Maul should halve accuracy instead of a -3 for each hit?
I agree also, Caravans are a pain-in-the-ass micromangement feature. I could live with the freighters in GCII, but caravans are just boring. As for holding trade routes hostage, a troop on a trade route could disrupt trade. Would help to make mundane troops a little more valuable. May require more oomph to take out Gildar's trade routes.
I would like to see range factor in archery accuracy. Better bows would improve accuracy at range.
[quote who="StevenAus" reply="27" id="3061696"]I installed the FE Beta on my 64-bit Windows 7 Pro, but when I try to run the slipstream, I get an error saying: "The application has failed to start because its side-by-side configuration is incorrect." The standard beta exe works fine, but I really wanted to try out the slipstream one in x64... Frogboy, is this possible?[/quote] I have two laptops, had this issue on one laptop not the othe
[quote who="StevenAus" reply="27" id="3061696"]I installed the FE Beta on my 64-bit Windows 7 Pro, but when I try to run the slipstream, I get an error saying: "The application has failed to start because its side-by-side configuration is incorrect." The standard beta exe works fine, but I really wanted to try out the slipstream one in x64... Frogboy, is this possible?[/quote] I have two laptops, had this issue on one laptop not the othe
Something needs to be done, I'm actually protecting my grunt units over my champions. Maybe if a champion is KOed in victory, they get sent to the nearest town to recover (and are immobilized a few turns) , with a chance of getting an injury. At least then if you're on the defensive, taking out a champion is going to slow them down some.
One thing, I'd like to see a sliding table of bad effects to heroes, and the more deaths a hero has, the progressively worse the side effects should get. Also, a hero who is recovering and is killed again should have a high shot of dying.
I'm glad the Auto-battle will use magic (this was a big problem in WOM) , but noticed it tends to use magic in lopsided battles (which could also be an AI problem, as Brad has noticed) where it isn't necessary.