Civfreak

Civfreak

Joined Member # 2440300
55 Posts 234 Replies 20,688 Reputation

Heres some ideas: Make new city improvements that affect attached outposts. Could be "Advanced Barracks" (or some other name), and these barracks would give your city some minor benefit and it could also "Add 2 defenders" to any attached outpost. Buildings could also pass the cities defensive bonuses or militia count to their outposts. Even the current buildings like walls or barracks could give new benefits to outposts attached to a city. Outposts could reduce st

35 Replies 17,887 Views

Couldn't add this in the previous reply cause the forum wanted to eat my post. Heres what I missed: Future Suggestions Implement Line of Sight (LoS) in tactical battles. Create traits that are something like the footment from HoMM. If your "Footmen" is in front of your Archer, and the archer gets shot, they will use their shields to cover them. Multi-level t

3 Replies 2,200 Views

I've been meaning to start a thread with this kinda input but I've been putting it off, thanks. One of the most annoying things is your first bullet. I hate when I'm attacked and I get a popup in the middle of the battle. Not only is it annoying, it also ruins the battle for me and I end up having to autoresolve it. Heres a list of suggestions I've been writing since I've started playing the Beta: <

3 Replies 2,200 Views

Maybe I was misunderstood. But what I was thinking was techs doing something like Civ 4, where you research Currency and that allows you to produce wealth. This produced "wealth" could be made more efficient with techs deeper in the tree.

35 Replies 13,821 Views

Zip: http://dl.dropbox.com/u/8088480/FallenEnchantress0_85-2012-02-24T02-46-00-796.zip debug: http://dl.dropbox.com/u/8088480/debug2.err

0 Replies 2,374 Views

If you click the unit with said "curse", you should be able to see the debuff on their details window. You click the unit then click their portrait on the lower left and it should be there. Once there you mouse over and you will get a tooltip with the info you want. Hope this helps!

1 Replies 1,354 Views

Someone mentioned this in a January post but the title had a "suggestion" instead of Bug. I'm pretty sure this is a bug and not intended. If you kill an enemy champion they drop their weapon in the loot, but they dont actually lose it. They keep it and since champions don't die they come around and give you the weapon again. This could be a serious exploit and warrants a fix imo. After all who needs to set up an economy when you can farm yummy Toxic daggers that a

1 Replies 3,964 Views

I just had another idea. Reduce the upkeep of units while stationed inside cities. Maybe increase/unlock with a tech tree. It could even be in the military tree tacked on to logistics or something :P.

35 Replies 13,821 Views

[quote who="Tasunke" reply="5" id="3089562"] I'd personally prefer to see more improvements that give a benefit to cities that aren't building or training.[/quote] I also think this is what we need. The gold in this game I'm playing feels tight but I think that's a good thing. I'm making due by selling items from mobs which I think is pretty cool. Right now I have like 4 build queues empty and that is kinda inneficient, though I may have over expanded. Mayb

35 Replies 13,821 Views

I've always wondered bout this, but if you check your production it really doesn't do anything detrimental to your queue. Your city will always build one improvement even if that improvement is pass the list. Same goes for the resource. If the resource is added to your queue it will always go down 1 turn no matter what position it occupies in the queue. For example in my current game I'm building a soldier and I got a fire Shard in the queue after the soldier

10 Replies 2,965 Views

Ugh terrible title I know, tried to make it compact Anyway, when I load a game, all of the land that I have explored and is outside of my current Line of Sight (LoS) dissapears. So if I explored a continent and I got no units or cities I won't know what lies in it. I can see the outline of the land but not the forests, goodies etc. If I pass the turn it comes back but I figured it was a bug so there ya go :P. Inc pics to show what I mean: After Loa

6 Replies 5,784 Views

Hahaha damn that bow is worth 480g huh. I got that quest and decided to turn in the noblewoman just to see what happened and the bandits paid me 200g. I r a sucka! :P

35 Replies 13,821 Views

I clicked on a Mite army and game crashed, heres the Zip file: http://dl.dropbox.com/u/8088480/FallenEnchantress0_85-2012-02-23T22-32-46-953.zip And the debug: http://dl.dropbox.com/u/8088480/debug.err

0 Replies 2,258 Views

[quote who="Frogboy" reply="8" id="3089449"]I've got some AI tweaks that didn't make it in (tactical combat stuff). I'll ask Charles to look at the auto resolve to see what changed there. I'm not familiar with that code so I can't say why it's doing what it's doing. The other thing I'm anxious to get in is the XP distribution update which favors more XP when there's more units (0.85 doesn't really reward facing a large army but rather l

12 Replies 11,662 Views

Summon Fallen Enchanter? Summons a powerful Enchanter that fell in battle long ago? Just like Impure world ressurrection teeheheehe (Naruto).

39 Replies 103,669 Views

An idea that I had off the top of my head is to give bonuses depending on the Path a champ takes. For example, path of the assasin could give bonuses for every piece of leather a champion wears (or full set?). Path of the Warrior could give bonuses for using Plate, and casters for wearing robes? You get the idea xD. This way you would give incentive for actually wearing something other than plate to differnt types of champs. The numbers and bonuses would of course require some b

56 Replies 34,000 Views

Penalties aren't fun. There needs to be some incentive to spreading your heroes around, but for those who prefer throwing them in the same army limiting them to one per would be breaking their game experience. An idea I mentioned in another thread would be to be able to assign a champion as a leader of an army, but this would not limit the champions in an army. What the leader would do is pass some bonuses based on his/her traits to the armies regular troops (not

29 Replies 76,232 Views

I got a new idea thats very similar to the one suggested in this thread and another thread which I can remember. The idea is to assign one leader per army, but I wouldn't limit the heroes to 1. Instead I would make champions give really good bonuses to their army based on all their traits. Since only the leader would give these good bonuses it would be a nice incentive to spread your champions around while not limiting you to just 1 champ per stack. Since this could a

52 Replies 131,360 Views

This was a very well thought out post, good job op. While I have not played the beta as much as I've wanted to, I believe there is some merit to your concerns about champions and cities so I will chip in with some ideas. First of all I don't know if I like the idea about straight out limiting the champions in a group. I think that could be achieved indirectly by giving penalties of some sort for having all your champions in the same army. Here are a few "penalties" that I coul

52 Replies 131,360 Views