lol actually quite surprised there are no complaints about game mechanics, ai or pacing though. i always thought that the main downer would simply be that the game just isn't really entertaining until you get about 30 techs in and have a level 3 city.
Sethai
i think the intention would probably be to get into the marine side of things in an expansion. ie naval battles, sea monsters, shoals of fish as resources. i'd rather they did it properly when they did it. i have hopes of one day being able to generate an earthsea type world. a man can dream right?
btw i really don't like these requirements. it makes sense to limit the quality of units by town size perhaps, but not their size. there are far too many individual units in the game, slowing down tactical combat already without forcing them on people in the late game. it would make much more sense to me to increase troop training times and make the garrisons more essential instead. but at the very least i don't think it's too much to ask to make war council a level 2 building, especially sin
i think i actually requested auto-upgrading studies a few hours earlier in the forums. that is actually uncanny. it just makes sense and rewards people for developing their cities. funnily, as the game develops we are actually getting closer to what i've been arguing for all along, only that instead of getting buildings that produce in proportion to population and are limited by city level, we're getting production by level and limits by population. i still slightly prefer my way, but this al
[quote who="Werewindlefr" reply="5" id="2833000"] or you don't have enough to expand which leads to a catch-22 where you don't have the food to expand your population so that you can afford to grab more food There is no such thing; if there is another food resource somewhere, there is nothing preventing you from creating a pioneer and taking it (well, you need 1 free food resource to create the town, so yes, you need to plan ahead for that eventuality). You might have to *fight* for
this highlights the problem with the food system: either you have enough food to expand almost all the time and food becomes redundant (and indeed, if you have more food than you need at any one time then you gain no benefit vis a vis having just enough), or you don't have enough to expand which leads to a catch-22 where you don't have the food to expand your population so that you can afford to grab more food (or solve the problem in other ways). before the beta the former happened more ofte
as resoln, i am also yet to find what tech (if any) allows me to harvest crystal. that is all.
might i add that i am also almost never held back by the citizen requirements; gold is almost always more of a factor. there are towns i have maxed out, but that's only because i have a desire to spread my production across my towns; as a faction i always have more space than i need citizen wise. that's not to say i want players to be more limited; i'm still limited by population in that i need want more pop so i can get more taxes to fund more buildings and i find the pacing just abo
can i also add that, while i like having the option to update my unit cards, it seems to forget the new ones and revert to the old ones eventually (i have yet to pinpoint the trigger for this EDIT: turns out alt-tabbing is one of them) i am also experiencing increasing stability issues the longer the game goes on (not something i had before). this usually happens when i quicksave (but not consistently)
i would also like a separate and totally different UI for casting, that doesn't eat up the screen. like a small overlay at the side that just shows small icons, and gives the details as a tool tip. have it open automatically when i select a channeler.
[quote who="Frogboy" reply="45" id="2829927"]Here's my list of observations as a game developer on the game and as the lead designer: Conquering a city doesn't remove enchantments on it The computer players aren't casting spells (I know because I had to disable it for the 1.1 beta) When I found a city, it should do the animation first before taking you to the book so that you can appreciate what is happening. The opening page when you enter the game should give you m
[quote who="Wizard1200" reply="30" id="2831392"] Good point, but another solution would be to split the mana into different categories (Earth, Air, Water, Fire, Life, Death) and to reduce the mana cost of all spells, because if a player depletes one mana pool he would have still the others.[/quote] would be nice, although at the moment the system seems to be moving away from the elements; at least half the spells i seem to be learning/casting seem to be non elemental. so what do
[quote who="ssternbe" reply="5" id="2828975"] Also to build groups need to first construct a command post. No more building best units in frontier towns.... [/quote] i actually dislike this. i can see the good intentions, but i think the game needs more large squads, not less. this doesn't stop you training your best units, it just slows down battles by filling the screen with individuals. at the very least i'd prefer it if the qualifications
as a short term fix, how about changing the random number generator itself to follow a normal distribution, or weigh it to the centre through some other means?
i can see some of the reasoning in this post, but right now i really think that the magic system is currently on the right track. this is largely an issue of spell selection. the issue for me is more about the long term effects of endlessly accumulating mana. we've gone from a situation where having as many enchants and summons as you liked had little to no consequences, to a situation where you can only physically have a few of these without shutting mana gen to a trickle. if mana en
noticed this the other day. it is pretty messed up that peasants have more hp than newly designed, often superior troops.
i would like stat differentiation. so each of the races had +2 to one stat. but imho this is more important for the units you recruit than for sovereigns. so trogs troops have slightly hp, wraith units have more spell resistance. or whatever.
i got the feeling from brad's post that they were struggling to make dodge effective, without having half your attacks do nothing (which is pretty unsatisfying and slows the game down). is there some way around this we can suggest? multiple smaller attacks perhaps?
[quote who="gumbostu" reply="38" id="2829991"]I disagree with the notion that we need more then 5 stats to have engaging character development. More stats does not automatically mean more or better choices. In fact most RPG's have no more then 5-6 core stats in them. (i.e. Dragon Age has 6). It's all about making the stats actually have a significance in the way the character is played. I'd much rather have fewer stats but have them more meaningful then lots of stats w
polls can't be trusted too far, because some people just haven't thought things out as much as others. not that their oinion is invalid, but you mark essays for the way the people argue their case, not what their argument is. question is needed first though. i'd like a poll on whether people think essense should be kept as a stat.
i hate to recycle posts, but here again is the post i made in the original beta patch notes. mostly this is great, but the more i think about the decision to ditch essense the less i like it (probably for different reasons to you though). mana maint makes sense for summons and enchants definately, but not for channelers because they cannot be dismissed and are largely pe
option 1 please. that is all.
generally great; i'm not gonna dwell on the good because most has already been mentioned. the clear forest option deserves a shout out as well though. and thankyou very muchly for stealing my spellbook idea. first though; for some reason it keeps registering my clicks as being on the tile below the one i intended. what happened there? i also encountered a bug where i was allowed to attempt to place buildings i did not have the resources to build, resulting in me clicking on green squa
[quote who="perigrine23" reply="193" id="2826827"] Can't we at least play the game with 1.1 rules before we start demanding changes? I mean, I know its interesting to think about how these mechanics will work and we all would love to tweak the design to our own individual tastes, but for Pete's sake give this concept which they've invested a lot of time developing, implementing, and testing a chance before you demand they remove it.[/quote] no one is talking about damning it befo
personally i think they should just ditch the different tech trees for kingdoms and empires. almost all the differences seem to be largely arbitrary, different names and numbers for the same thing. all it does is introduce balancing problems. i appreciate the attempt to add a unique flavour, but in this case i don't think that's been achieved. to my mind in a game as in real life there is only one kind of science. faction variation is imho achieved a lot better through giving the species them