Split is better This is both an empire building game AND a wargame. Remember that galciv2 had both, and that you could also use a slider to decide weight/funding.
maniakos
Perhaps it has to do with AI code additions.
That was expected from day 1. Story doesn't form the basis for holding a player base. Gameplay, mechanics, and progression are far more important. Bioware is making money out of it, and there will always be a player base for any MMO based on starwars.
I prefer stardock to Firaxis any day. Firaxis and Sid have become too big for my tastes. And Civ 5 is a POS. That being said, I'm looking forward to XCOM, And I've been expecting Alpha centaury for ages...
I agree! The same is also true for the 3d map. Especially for forests you can't tell where the road is...
I think it's intentional and annoying as Hell!!! [edit] it's intentional in an attempt to make it impossible to have more units on a square beyond the max stack size. [/edit]
[quote who="Urrumi" reply="9" id="3080806"]No matter the difficulty setting, it is impossible to lose so long as you are careful about the battles your sovereign gets in. Even if you have no champions but your sovereign, and you have no city for dozens of turns, eventually, through XP and drops, you reach a point where you can still steamroll the AI. Which is cool, in its own way.[/quote] That's actually cool! a no cities game where you play without cities and raze the
Will do a difficult game come next patch. As long as some of the annoying stuff are dealt with. Also I have high hopes for the new balance changes and the tactical AI!!! It will be a different game.
Now you begin to understand what Steve Barcia had achieved so long ago and how hard it was. He did way more magic that could fit into a 320x200 display. Designers are still trying to copy those games and just FAIL.
These concurrency issues are the worst, and some redesign and implementation is needed indeed. (1-2 months of work) 1. Level up: why do it with a pop up? make a little arrow or + appear on the unit frame, have the user click it when he can and do the level up. 2. City spec: same as 1. 3. Quest events: these really need to go in the event queue on the side, the relevant stack should be frozen in place until they are resolved. Concurrency is HARD f
[quote who="Frogboy" reply="31" id="3078773"]Well a big thing is listening to people play the game. Can you imagine how cool it would be to write the Starcraft AI to deal with the Korean champions?[/quote] It would still loose by a very large margin. The AI can match the APM, but not the metagame thinking. Even now the Difficult startcraft AI gets Resource bonuses - The only way of making it competitive.
1. Did we start the battle or where we attacked? 2. Am I interested in winning this fight or should I retreat? 3. Should I cast any spell or should I conserve all my mana for a more important fight or strategic spell? 4. As an AI do I know how to focus my armies attacks across turns on a single target? Since we don't have ZoC you can't effectively block units unless the battlefield has choke po
I can also verify this for unit enchants. However I can't decide if it is a bug or a feature. You just got a new shard, why should it affect spells you had cast 20-30 turns ago? I can understand the fact that "fixing" it would reduce micro. What about adding a button on the enchants list to "upgrade" each enchant by paying some mana cost, to a more powerful version, when you get new shards. Or add in that list to each line that
At this stage of the beta it doesn't matter. play any setting
It was quite hard to find it. I had 2 saves with 10 turns distance between them. One would load the other would crash. The annoying thing is that after you save you have to reload just to check if the save works. Thanks for the karma!
I would give you karma but I took an arrow in the knee.... [e digicons]:waaaa:[/e]
I have a save before and a save after doing the quest on the same turn. one loads up the other does not.
This falls along the lines of the need to cap spell casting with a channeling mechanic ala MoM, to avoid having the ability to spend 1000's of mana on a single turn. It isn't a matter if the spell being global or not. A character must have the right skill level to use/learn it, regardless of what has transpired in the game. What I'm talking about would be allowing skill 1 fire mage to cast fireball (a skill 3 spell) because you have another master fire mage who has already
It could be turned into a town portal spell that's more expensive. This way you get around the outpost abuse and it being expensive, caps it's use. I definitely think that we are in dire need of the channeling concept. Unlimited casting in combat and on the cloth map is way wrong!! Time/mana should be a factor when it comes to magic. This is the only way to add really powerful spells in the game. Casting call to arms 4-5 times in a row in a city with the magic buffs af
I've got Tarth in my game walking around with 1 pioneer, and a faction score of 1 in turn 432. Even if I kill the pioneer tarth is still alive with a faction score of 1. I can make peace and ask for a trade agreement with tarth: I get 50g per turn they get nothing!!
Tried it twice, doing all of the fights. My bet is that the last reward that unlocks the Legendary weapons is bugged.
I would like to see other sources of mana being added to the game. So I'm concerned. I would like to see 2 way alchemy for instance. I would also like to see finding new rare spells in ruins. The current system is "all spells come from picks" That being said, with the current balance of the game as it is, a single end game spell can ruin the AI's day. I tend to conserve my mana always for those early big casts. Try saving mana for an early double crusade cast with 2 st
[quote who="StillSingle" reply="2" id="3070191"]22. I don't mind this. There's enough spells in the base categories from levelling up. And you can't cast the spells unless you are high enough mage level in the discipline, so there is no point in splitting spell acquisition from spell mastery level. I don't think however there should be more quests/loot/champions that give you spells outside the base discipline spells. Especially some more early on spells to add variety in magi
They must add raze. You can't just turn outposts in to cities. there are many checks that need to be done to see if this is possible. (distance, food,materials)