taltamir

taltamir

Joined Member # 2334181
40 Posts 719 Replies 1,517 Reputation

[quote] I guess people could abuse this by moving heroes from city to city, but if they are that committed to micromanaging um, good for them?!? [/quote] That isn't abuse, its just use. Also, I suggested before that you seperate combat XP and governship XP. A hero could be level 1 combat level 20 governor, level 20 combat level 1 governor, level 20 both... Make it completely separate non competing&nbs

195 Replies 783,982 Views

[quote who="cardinaldirection" reply="100" id="3241205"]The main reason I protect my troops is not because of the time and resources it took to make them, but because those investments can die and be permanently lost.[/quote] 99% of the investment in troops is the research costs of the technologies they need, and the cost of making a city have high production, the cost of constructing a fortress with all buildings, and the cost of building and acquiring mines. If your troops d

150 Replies 537,707 Views

I had another though, an alternative to eliminating XP gain from battles is to allow armies to harvest as well. Make it so armies armies DO take up a share of the XP from battles, and then convert that XP into research points applied to army tech. And they also get events, like special lootable locations (like quests, but for armies) where your armies must defeat neutral armies to get a "reward" of a free tech... eg, "monks of the sword" stronghold which is defended by a bunch

150 Replies 537,707 Views

[quote] We do want players who have invested in their champions to be able to win epic battles, single handedly. However, we also want players who invest in building an empire to be able to achieve victory equally effectively.[/quote] [quote]After giving it some thought the big problem with champions was they snowballed quickly without requiring anything from cities or techs at all. Thus they quickly outpaced the city part of the game and rendered it pointless. The reduced

150 Replies 537,707 Views

Oh, one more idea... since "salting the earth" thing was done because players actually WANTED it to happen sometimes (and sometimes they DO NOT)... how about making "raze city" and "salt earth" two different things? Heck, make it three options.... When you click on "raze city" it should popup a window with options of: 1. Salt the earth: Kills everyone, destroys all buildings, salts the earth in the area preventing farming (and thus rebuilding) in the area for years to come

50 Replies 127,943 Views

[quote who="mastroego" reply="100" id="3240230"]I believe you're VASTLY underestimating the quality of Skyrim.[/quote] Are you really arguing that skyrim UI is not horribad? That the AI doesn't suck? That combat is not horribly unbalanced? That the game wasn't unplayably buggy on the PS3 at lunch? [quote] Skyrim is a grand, enormous, engrossing game by any standard[/quote] The plot and dialog were both atrocious and as I said, people are h

195 Replies 783,982 Views

[quote] This build is our first pass at balance and UI enhancement.[/quote] [quote]Next week we will have a BETA 5-D which will focus almost exclusively on bug fixing and balancing as well as some new AI counter-strategies[/quote] The difference (typically) between a bad game and a good game is that a bad game is buggy, has a poor UI, poor AI, and poor gameplay (of which balance is a big issue) Very rarely do you have a game with bad gameplay, poor UI, poor

195 Replies 783,982 Views

[quote who="BernieTime" reply="47" id="3239564"]I don't like the idea of completely Razing cities in a single turn which is really counter-intuitive. The Razing mechanism should drop a city's level by one tier and destroy random improvements. I know this creates potential problems with City incongruity but that's a design issue (aka, not my problem).[/quote] I think it should depend on the force's strength and there should be a counter attack. Each unit sho

50 Replies 127,943 Views

[quote who="Buttons6" reply="14" id="3239295"]In this situation I had paid Pariden to go to war with Resoln, because Resoln was killing me. I don't think I ever killed a Pariden unit in the short war before I quit.[/quote] Maybe they were getting their units killed by resoln and due to a bug the AI assumes any unit it loses is killed as a result of the player?

14 Replies 7,518 Views

[quote who="Alstein" reply="17" id="3239837"]Your capital should be your first city, until you build your tower, in which case the tower becomes your capital. If you lose your tower, it should revert to your most populous city. Towers should always be destroyed on capture, and players without towers should always be able to build one. [/quote] I like this, only with the following additions: 1. If you have a tower, you can still build a new one in any

40 Replies 26,975 Views

[quote who="Cyreph" reply="9" id="3239018"]Your capital is not always the first one you started with. Right now, I believe it is the first one is the one on the top of your cities bar (on the left). I lost my starting settlement in a skirmish with very close neighboring AI, my capital became the first settlement I had (which was conquered by the way) after the starting one. I regain control of my starting settlement one turn after I lost it, but it dropped to the bottom of the cities list and

40 Replies 26,975 Views

[quote who="Kobracan" reply="12" id="3238939"]Do you actually know this or are you speculating?[/quote] About what? I made a lot of statements. [quote] At least in my games, it was right at the beginning of the game -- there were no wars whatsoever. I am almost certain that this is a bug. [/quote] If it said "you are dominating me" and you did not actually beat them in combat then this is definitely a bug.

14 Replies 7,518 Views

Its a fairly simple issue. "you are dominating me" = you are winning a war. This discusses actual results; aka what your nations do to each others. "might score" and "your army is very weak" are two scores based on hypothetical calculation of your empire's and army's strength in the aggregate. With the former (apparently) including cities and tech and probably armies (unlikely but possible income and cash). And the latter only armies. This is a hypothetical value not a results

14 Replies 7,518 Views

[quote quoting="post"]For those whom the picture doesn't say anything. The picture shows my relation modifiers with Pariden. She doesn't like me because my army is "extremely weak" but later says "you are dominating me."[/quote] That should probably be changed to say "your army is dominating us" or even better "your army is crushing us". :)

14 Replies 7,518 Views

[quote who="Gaunathor" reply="45" id="3237368"] Quoting taltamir, reply 44But that creates more issues then it solves. Now you can just sneak into the lush fertile lands of the elemental lords and colonize those with impunity. How? You can't cast the spell in foreign territory. Plus, it takes quite a while to research up to 'Third Book of the Magi' and the spell isn't exactly cheap to cast with a 300 Mana cost.[/quote] I was referring to "monsters cannot raze

50 Replies 127,943 Views

[quote who="Trojasmic" reply="42" id="3236712"] Quoting Kestral2040, reply 41we are looking at this issue and are also not fully satisfied with how the system works... It's a complicated issue though (as I'm sure you guys know) that can create other problems flipping it on/off, so we will see what we can do I think you've already softened the blow by making Third Book of the Magic = 100% and monsters can no longer raze cities in the next patch.[/quote] <

50 Replies 127,943 Views

[quote who="Monzter9952" reply="49" id="3236546"] Am I the only one who thinks the enemy AI's heroes are a little over the top strong? I mean, I've played WoM and I was really good at it, but in FE, even on normal/easy, because for some reason my enemy's all have super strong sovs and heroes (one being lvl 19 and insta kills everything I throw at him), while I'm stuck with low level guys even though none of my heroes or sov has been killed. I don't know how I'm su

50 Replies 25,996 Views

[quote who="cardinaldirection" reply="19" id="3235757"]Given that the game mechanics themselves are still being designed, it would be very premature and illogical to have already developed a manual for them. [/quote] You don't need a manual, you need in game descriptions and changing those whenever you make a change to the mechanics themselves. Its not too difficult to do.

20 Replies 7,758 Views

[quote who="Trojasmic" reply="16" id="3235461"]I've also seen the opposite. Place an outpost on a fertile land and had several of the fertile land tiles disappear.[/quote] That, I THINK is a bug, I am not sure due to lack of documentation.

20 Replies 7,758 Views

[quote who="Trojasmic" reply="8" id="3234898"]It is these gamers that Stardock thankfully created a mechanic so that the AI won't be able to rebuild as you begin to raze all their cities.[/quote] Razing a city destroys all the buildings it has, a brand new colony has nothing and can't effectively produce anything. And why in the world would you not keep the cities if you are steamrolling the AI? Some godawful strategy games penalize you for having more cities t

50 Replies 127,943 Views

[quote who="Kongdej" reply="1" id="3232896"]They only fixed one of the five issues causing this [/quote] Spot on. [quote who="Tuidjy" reply="8" id="3234824"]It happens to enemies as well. This is one of the issues that MUST be gone before release, or the reviewers will latch onto it.[/quote] Very true, they are going to be out to get FE because they need to boost their credibility by writing bad reviews to counteract their perfect 100% scores given to those who b

9 Replies 3,225 Views

Agree with op 100% as I have already said in other threads. Also, would someone please explain to me what the justification was for putting in such a "feature" in the first place? Heavenfall mentioned a reason but didn't specify what it is and I honestly cannot think of one that would justify that.

50 Replies 127,943 Views

[quote who="Cyreph" reply="3" id="3234218"]I actually managed to clear an air-related one. Killed one of the biggies there (not the dragon). Strange thing was that because that was my first time, I never knew I would get a trophy, which I didn't at that time. [/quote] You only get the trophy for killing the elemental lord himself. Killing the last little baddie should remove their ZoC and in theory "heal" the land. [quote]Did you guys engage the boss mob in combat? Mine di

4 Replies 3,917 Views

[quote who="bbr91" reply="5" id="3234240"]This is confusing. Are you saying that creating tiles with yield is intentional?[/quote] Yes [quote]I've seen tile yields appearing and disappearing but it seemed random, so I couldn't report it because I didn't know how to reproduce it. If tile yields do in fact appear in healed land, then this should be better documented.[/quote] Agreed. Furthermore I think it should be made more visually obvious what land is "hea

20 Replies 7,758 Views