[quote who="Alstein" reply="26" id="3285635"] Quoting Frogboy, reply 17 Quoting Alstein, reply 15 Quoting Frogboy, reply 11 Quoting Alstein, reply 1 Another issue is growth is largely irrelevant as you reach the food caps so quickly. [/quote] I have to second this.
kapeman
Okay, that was weird. I just updated FE to 1.02 via the stardock store web page and after refreshing SC, FE shows up now.
I went to get the 1.02 update to FE and it is not listed in Stardock Central. I can launch the game fine and it has always been listed in SC. No changes have been made. War of Magic shows up properly in SC. Any ideas? Thanks!
Inquiring minds want to know...
[quote who="CdrRogdan" reply="5" id="3239605"] Consequently since population now provides no resources, once you reach a level 5 city it's only purpose is to provide conquering players bigger cities.. [/quote] I have had zero luck with city growth in several builds. I can't seem to get anything above a level 3 city, even with the all farm type buildings/upgrades.
Until I see the item I named in the game, it gets an F! Kidding...
[quote who="Lord Xia" reply="12" id="3235149"]I think FE has plenty of content, I think with good balance and polish, it could hit near a 90 metacritic. I think the pacing is a bit slow, and I don't like the fragile cities that fall to ruin to monsters that then salt the earth, and I haven't yet seen how balanced late game is, but I like what I see so far. [/quote] I can't understand why this has not been addressed or even commented on by the Devs
[quote who="MidnightsFX" reply="19" id="3226695"] Quoting kapeman, reply 17I applaud your modding abilities, but I, like many others, I am sure, don't have the time to mod the game. The game makes modding very simple, and I believe, at least in my mind, that modding is a way of customizing the game to your liking, if the pioneer spam irritates you then, by all means, there are easy changes. To mod use someones balance mod, you merely nee
[quote who="seanw3" reply="14" id="3226557"] Quoting el_phantasma, reply 13Can problems like pioneer spam, general game pacing or population only contributing to gildar production be countered by balance/polishing stuff? I solved pioneer spam with a simple mod. Doesn't sound like a major problem. I solved game pacing with a slightly more complex mod. Could easily be fixed in the next update. Popula
Shameless bump!!!
There has been a lot of discussion about the mechanics of starting area. I agree with you that this is one of the things that needs attention in Beta 5.
This was supposed have been fixed in .952 and for what it is worth, I have not seen the issue since, even when playing on old save games.
Is there a way to check what spells a henchman has? I tried this on a recent game and could not find a way to do it?
This is probably my biggest outstanding issue. I would rather have this than the line showing what city a resource belongs to. I have never needed that feature. Others may have, but I have not.
You fixed one of the most annoying issues! Fixed stuck turn problem caused by animation not syncing with moveable status Fixed bug where units would be running in place at the end of a turn Thank you for that!!! Now, can we get a fix for the resource destroyed message that gives no clue as to where the resource is? IMHO, that is the next biggest annoyance. (I won't go on a rant about the tile fertility
I don't know if anyone is doing this or not, I haven't seen it. It would be nice if, in the various suggestion threads, one of the devs would signal whether an idea was being considered or not. We would understand that it would not be a guarantee it would make the game, but just an acknowledgment the devs saw and liked an idea would be nice. There are so many great ideas being floated and it would be nice to know for sure if the devs a. see them and/or b.
If you like the mountains as they are, that's cool, it seems you haven't been hemmed in by them as often as I have, but I would like a map type that has no mountains.
The first is more than a peeve: PLEASE, PLEASE remove the mechanic that destroys a tile's fertility (and all surrounding tiles) when a city is destroyed!!! If I loose a city, that's fine, I deserved it and loosing all that was required to build that city is sufficient punishment. Given the absolute dearth of buildable tiles and especially considering map sizes, destroying tile fertility is too harsh a setback. Second: Can I please get a map
Woot! I was only able to play a few turns, but it looks good. It seems like the scale on the tactical battles has changed, but it is not a negative.
And why is it so difficult to create a pass through mountains that your units can use. It always takes me forever to locate that ONE tile that is blocking the pass!!! UGH!!!
[quote who="Kongdej" reply="6" id="3180426"] That said, the map generator should be a little better to equalize starting positions. Sincerely ~ Kongdej[/quote] THIS! [quote who="OrionM42" reply="11" id="3181901"] By the same token, I think that the starting resource distributions, and quality of the possible starting locations SHOULD be variable from game to game, and from playing level to playing l
[quote who="Trojasmic" reply="89" id="3184905"] quoting post Until then we have work to do, mostly in making sure all the information is being displayed in an easy to understand way, and generally polishing the entire game to smooth the edges. All the other stuff was not unexpected... so my favorite part of Beta 4 is quoted above.[/quote] Ditto that!!! One of my biggest beefs with the game so far has to do with knowing
When I originally typed WHAT I meant to type WHERE, so I'm with you!
I know this has been brought up before, but was playing this morning and got constant reminders of this issue. Please give us some indication of what resource has been destroyed with this notification. Can it be tied to the notifications in the right column? That seems like the best place for it, alongside all the other notifications. Any dev feedback on this would be greatly appreciated, one way or the other. Thanks!
I really like the idea of a common nemesis, but I have yet to see a computer AI handle this well in any previous games (e.g. MoO2). It would be cool if one player (based on some stat or resource like diplomatic capital) would be elected the supreme allied commander. They would then be given control of the units that the various AI players have designated as allied forces, with an option of more to be added based on progress against the nemesis. All the v