[quote who="stevelamperti" reply="3" id="3078886"]I think you guys are trying to fix something that aint broken. The cost of items is high because it was too low in WOM. In WOM as soon as you had a new level of armor/weapon tech, you instantly could and did upgrade all your champions. This was broken, as it meant micromanagement to upgrade everyone, and it was way too easy to make every hero the same, and every hero too strong. In FE, while the numbers may feel funny i
crass_monkey
[quote who="seanw3" reply="21" id="3078696"] Placement: I hope that tactical maps are designed in conjunction with your tactical AI. There are currently not enough maps. The ones we do have offer no tile bonuses. A few of them have a single choke point in the middle. I understand the design is to only have one round before melee starts, but there are so many ways to build the middle choke point. The AI needs to be able to handle them all. Ex: A block in the mi
Excellent post. You raise a number of good points. One significant thing to consider (you note it in point 3 - surprise) is that this mobility makes another player's actions nearly impossible to predict. For example, in other strategic games, like chess, or Civ, limited (or prescribed) mobility makes it possible to look at the units available to both you and your opponent and plan your own future actions based on what you can see. It's possible to pull off surpr
Sounds good. Looking forward to the next patch!
Finished my 'next-size-up-from-small' map with multiple opponents. As predicted, Markinn was victorious by alliance with Tarth and Capitar. Noted a few more things along the way: - you can rename enemy sovereigns on the strategic map. needless to say, my final victim became known as "sir losesalot'. childish, I know. - it would appear that you pick up loot from downed enemy champs over and over again. for example, one of the resoln champs had the tox
[quote who="malichai11" reply="6" id="3068139"]Dense monsters, dense magic, fast technology Normal difficulty Wander around and pick up heroes. Search for any and all shards and build cities to take advantage of them. Ignore opponents unless they have shards in their sphere. Level up heroes, kill monsters, level up heroes, kill monsters, rinse/repeat. Clear out wildlands and send in pioneers. Build up massive stacks of hero doom and then wipe out my opponents. <br /
[quote who="CdrRogdan" reply="36" id="3076896"] Quoting crass_monkey, reply 33 I doubt that's going to change, but it doesn't really make sense, does it? What does a champ learn about governance and administration while killing monsters in a dungeon? Their presence could reduce unrest by x% per level - either out of respect or fear.[/quote] Sure, but that's not the bonus they're getting right now. It's bonuses to production.
Nope, win 7 64 bit.
[quote who="Heavenfall" reply="34" id="3076859"]How to deal with troublemakers? [/quote] Ok, fair :D I've worked in a bureaucracy long enough to have occasionally wanted to break out an axe. But that's got to be the exception, not the rule.
[quote who="Mistwraithe" reply="11" id="3076665"]Very good post crass_monkey. One of the most important things to me is the two tier economy. Nothing spoils immersion like your thriving capital producing a +5 gildar per turn profit and needing to spend 500 gold to buy some basic armour for your hero! This really, really needs fixing, it is just stupid. It needs to be setup so that heroes can use mundane items (ie non magical weapons/armour) but to reall
[quote who="Lord Cobol" reply="32" id="3076787"]Whether or not governors gain exp by sitting around building things, I think it should also be viable to have them gain exp by fighting, cho0sing city-enhancements as their rewards, and eventually retiring to help one of your cities.[/quote] I doubt that's going to change, but it doesn't really make sense, does it? What does a champ learn about governance and administration while killing monsters in a dungeon?
I ran into this once. Dunno what caused it either, all I know is 2 hours later I could still hear birds and crickets. Had to manually shut down the process. Unfortunately, it didn't generate a debug.err, so I didn't have any technical data to send to stardock.
[quote who="slik" reply="9" id="3076522"]She becomes stupid-powerful mid/late game. It's a trade-off. Plus, my one city was far more advanced than other cities by the time I fought my way out of my corner and my units were all more advanced. We'll agree to disagree. But yes, let's see how things play after the next patch.[/quote] That is true, she was a beast by the time I wrapped the game up, but she needed to be because I only ever
[quote who="slik" reply="7" id="3076501"] I had a similair situation with her. But I made out ok. I was just forced to turtle and build up my starting city. Once I had researched enough military to fight my way out, she was unstopable. In short, I disagree. It's more interesting to be put in a tough spot and forced to take a different path to the one you had planned to be successful.[/quote] I agree with you in principle, but turtl
[quote who="JPRL" reply="2" id="3076475"]- A problem common with E:WoM: It is quite easy to end up ordering troops to go somewhere else than intended when close to elevated features (especially mountains) in the normal map mod, as the click is interpreted as being on the close side of the mountain rather than at the tile actually clicked on. This can be worked around by using the cloth map mode, but it's rather annoying. It seems as if the click detection works with elevated features that
Good idea. Trolls in particular might be useful for labour to help with production in a city.
[quote who="seanw3" reply="10" id="3064079"]I like it when X is dependent on Intelligence. X = Int/4[/quote] me too.
Another game in progress, this time one map size up from 'small', and for the first time I have more than one computer opponent. Every other time the rest have died to monsters. Now I think all 6 or so survived. They won't, of course, survive me. Playing as Markinn. A few more notes: - I discovered negative mana. I achieved this the first time by using a blizzard scroll when I was already at low mana. Once you break 0, there's no bottom limit to
Same experience here, except my heroes were higher level, and so he couldn't one-shot them. What was particularly annoying was that movement to squares around Abeix was also screwed up - not impossible, you just had to click somewhere nearby and hope. One thing to note, spells that don't need a target work just fine (like lightning). The classic videogame solution to a boss like this is to have them disappear into the mists below, then appear randomly, strike once or t
A successful 'shrink' also turns these bosses into kittens. The spell itself is resisted often enough (at least from low-level champs - by 30+ intelligence not so much), but if you've got Sculla's mace, which casts the spell on every successful hit, you've pretty much guaranteed a shrink.
Agree with OP, as well as Currently champions are so overpowering that there is no point in having anything BUT champions. champions will not be not meant to fight alone, but can play a support role in an army. IMHO, the most interesting way to integrate champions into the strategy play would for them to support armies of regular units. But right now, even i
Agree with OP.
I fully agree with point #2, as I've experienced this frequently and there's no excuse for such bad UI. Fix it. On point #1 though, I haven't had nearly as bad an experience as described. I have not yet come across any AI expanding faster than me, or more successfully than me, even when I've had a bad start. Nor have I ever had monsters kill my capital. I have had bad starts though: - first game, starting position between the ocean and the valley
Ok, one more game and one more crash (but not unexpected - it seems to do so every time I let my computer 'sleep'. so did GCII for that matter). This time as Procipinee. Vetrar and the winter playland are awesome. Why do all the bosses have to be physically large though? Why not any ninjas or mages? Noticed a few more things: - archery needs some serious help. so far as I can tell, none of the level-up traits improves archery damage or rat
Before I start, yes, TL:DR is an appropriate response if you don’t work for Stardock. This is intended to be beta feedback, not conversation. I played 5 games, all on normal, ‘default’ settings: two as Relias, two as Carrodus, and one as Irane. I like where the game is going. I enjoy the challenging world, I enjoy the natural hazard/adventure areas (Torax desert, etc), I like the initiative concept for tactical, I like earning specific traits/skills fo