Greetings, I need a bit of help. I am looking at two different options for my gaming in the near future. One is laptops for portability, but that also means I need it to be good enough to last for a couple of years. The other is an upgradable tower (preferably small form factor - space constraint). Here is the best laptop setup I have found so far. <a href="http://www.cyberpowerpc.com/system/Xplorer_X6-7450_Gaming_
Nasarog
[quote who="DsRaider" reply="6" id="3217389"] So it's placing a monster under ZoC that causes them to wake up and attack cities. Unfortunately the AI constantly builds next to them and wakes up Drakes and such who then decide to walk half across the world and attack the player for some reason. Can't say I like that system.[/quote] They should attack whatever it was the stirred them, and then they can go back to relaxing or reading a book or whatever it was
The cities must have additional building upgrades available for them as well. In late game all the cities do is just sit there. Not fun.
End game needs to have major events happen. New factions appear or monster zones that just spew hordes of various beasts. That might make things a little more interesting.
Here's a fix. Monster dens/lairs need their own ZOC. Whenever your ZOC overlaps with their, that's when the magic happens. This is a way to control city/outpost/pioneer spam too. All the skills that protect you from random monster encounters should do so anyways.. except when the two ZOC overlap.
Gravehands is a beast with his war party.
Thanks to you guys for sticking to your guns and keeping this issue at the forefront and not being jerks about it.
Don't you have to make it to a map edge to escape?
[quote who="auboy105" reply="5" id="3216966"] Quoting Beric01, reply 3 Quoting auboy105, reply 2 Quoting Madcatter, reply 1You need to find Wild Horses and build a stable over them. Yes I know but my point is if I can put heroes on horses without doing this then what is the point? Do they only apply to designed units this way? Correct. Heroes can buy horses the instant you get the tech. Trained units need actual horse resources to be in s
I am glad that your problem was solved guys.
[quote who="sweatyboatman" reply="10" id="3216657"] Quoting Nasarog, reply 8 Exactly. You nailed it! We've had plenty of disappointments this year already. With the poor launch of E;WoM, I am afraid there is some tunnel-vision happening again. It's important to read the whole thread before posting. If you had bothered, you would have noticed Frogboy's reply. The release date on Steam isn't real (unless you think Stardock's plann
[quote who="seanw3" reply="13" id="3216683"] Quoting Nasarog, reply 11 I like this idea too, but at some point it will become too complex for the A.I. to do everything. Currently the AI is smart enough to know when your cities are too strong, avoid them, focus the attacks on outposts and outlying resources, then send you a message to let you know what they are doing. The AI is specifically good at guerrilla warfare in my opinion. It is actually worse at
[quote who="Madcatter" reply="94" id="3216809"]Bad humor, blandness of spells/abilities, lack of long-term appeal, only did warfare somewhat well but failed on the fun of empire management, and probably some other stuff I forgot. I only played the demo but the full game didn't look as though it added much more. What it sorta did well (imo): Magic and how spells were cast, multi-tile cities.. and I can't really think of much else beyond that right now. But
That's brutal. I hope this does get resolved and soon. [quote who="Frogboy" reply="36" id="3216562"]Thanks guys for these details. We might have something for you...tonight to try.[/quote] Excellent, I hope your evil plan works!!!
[quote who="parrottmath" reply="2" id="3216579"] That's because they're awesome.[/quote]Indeed they are!!!
[quote who="yankeefox" reply="11" id="3216581"]Yes to monster spawning in the fog. Not sure I would go to lair spawning though.[/quote]THink about it, if Lairs spawned some monsters, players (A.I. included) would be less likely to build a city/outpost on top of a lair unless they cleared it first.
[quote who="seanw3" reply="10" id="3216580"]On the other hand, guerrilla warfare is much more refined when I can hurt your economy by breaking your supply lines between cities. So now you can't reinforce a city and its economy is hurt by my attacks. Add a slight gildar bonus to pillaging resources and we will really have a nice game for me. Of course when MP comes out it will increase the number of rage uninstalls, but it's a price we must be willing to pay. [/quote]Yes, it proba
[quote who="Bellack" reply="9" id="3215483"] Quoting Nasarog, reply 8Interesting idea, but I too dislike the +food/essence etc. I do not want an outpost spam either. I don't have anything to add just yet though. Well you could have that trade route work both ways as well. If you block the route from the city to the Outpost then you would have only so many turns that the outpost can last (under Siege) based on grain produced +
[quote who="Kongdej" reply="9" id="3215075"] Quoting Nasarog, reply 8My issue with most games is that instead of so many "stacks of doom" there should be things like warbands, warparty, etc. Call it what you will, but fighting stack after stack is very annoying and generally not fun for me. But that's just my opinion. I am not sure I understand, . You want many armies on separate tiles, but you don't want to fight many armies? Or you think that ev
[quote who="Madcatter" reply="92" id="3216259"]I found Gods and Kings to be a massive improvement over the original and it's far too easy to throw away over a hundred hours on the expansion. If the suggestions that Paradox does it better are referring to Warlock then... *shudders* That was a horrid game with few redeeming features. My only complaint about Civ5: GK is how there's still no bloody DLL. [/quote] Would you mind elaborating? I like what I saw of
[quote who="seanw3" reply="13" id="3216572"]Chnagelog .952: Resoln (or custom factions with the Binding faction trait) summon higher level versions of Crow Demons, Grave Elementals, Burning Wraiths, Cyndrum Demons and Mirror Elementals with higher tier of the shard altars/shrines and temples[/quote] I like it.
[quote who="GFireflyE" reply="73" id="3216516"] Overall, patch is a MAJOR step up!! GREAT JOB! Also, 0.951 definately runs a lot smoother than 0.95. After playing a few minutes...I mean a lot of hours... ...still a few conceptual tweaks that need doing: Roads need to be built differently. Dont' like micro-managing them, but also don't like having them outright autoplaced. Should have a build option to construct upgradable roa
[quote who="Heavenfall" reply="3" id="3216309"]I would like to see stronger versions spawn from stronger shard buildings. It just makes sense.[/quote]Yes, as your shard buildings get improved and the amount of shards increase, you should be able to get better spells, bonuses and summoned monsters.
Absolutely. The more the merrier. Lots of different configs with unique problems that can be addressed. I am asking about the release date of October 16th. I hope that gets pushed back and back to address some issues. I want E:FE to scratch the itch that E:WoM didn't/couldn't. Don't get me wrong, the game is much better than E:WoM was, but there are still plenty of issues that need to be addressed..
[quote who="seanw3" reply="9" id="3216552"]Anyone else noticed that Fort and Castle only increase the defending unit's Initiative by 1? Not really worth the time to build it. Really, you could go two ways on improving city defense. You could have militia use the latest armor techs as they do weapons. You could also beef up the current units by increasing their numbers and then make a "Heavy Defender" unit that comes with level 2 walls. The current design seems to want cit