Platemail isn't just (extremely) heavy; it's also bulky and restricts free movement so I personally think the double penalty to initiative is fine - a bunch of troops in platemail is pretty darn scarey even if they get to move last. The tower sheild gets a big dodge bonus because you can block with it - dodge is supposed to represent parrying too I think
DGB246
yeah this has happened to me too, I don't know if it's already been reported - I assume there's a bugs report list but I havent checked
There seems to be a good range of units available already and I think this area will improve as more units are added - as Tasunke was saying, the zombies approach is pretty effective at the moment and the AI should also have access to low cost zero maintenance units to bulk out its armies and garrisons - the units can be produced very quickly. Eventually they get superseded but you can get loads of mileage out of them I think the AI should be trained to do it (i.e spawn 2 u
I have definitely noticed a big jump from hard to ridiculous. Hard was pretty easy although this time I needed to use lots of units so thats definite progress since the last beta - the solo channeler strategy is out the window due to the changes. However the strategies that the ridiculous AI uses are only viable because it gets big bonuses - it will build hordes of units - like 4/5 armies of armoured spearmen, the maintenance on all those units would be crippling without the bonu
Yeah I noticed this glitch too, it's only been an issue for me in the new beta though
I think the food mechanics are ok, not great but ok - it does a good job of limiting infinite city sprawl and removes much of the incentive to grab alot of AI cities, That said, I do think that if you have a food near a city it should give +1 growth to that one city. I'm also unclear about the tile yeilds when you are about to settle a new village - does the settlement use all tiles within your border or just the one tile you built on? I thought it would be all of them but when
With regard to mages I put some on wargs and there seems to be no animation or particle effects for their ice staves so there is a loooong pause before they do damage - I think the unit is fine as is though it would be nice if intelligence boosted damage for wands BTW intelligence boosts xp gain and spell resistance so it is fairly useful IMO
Yeah this infinite doom clubs hit me too - I abandoned my first game because of this. Hmmm maybe you can push escape when the window pops up to not recieve a bonus - I didnt think to try this.
hey guys u can download it now cheers Stardock :)
Just posting to 2nd what Vallu751 (post 11) wrote - taxes don't make much sense at the moment Looking forward to trying out this next beta later
I personally like the barren land idea and as Seanw3 mentioned, there's a restore land spell to balance it out. Since the number of cities has no impact on the rate of city growth (only maximum population), capturing cities often becomes a burden - you capture them and incure lots of maintenance costs and they dilute your pop growth so it takes longer for cities to level up. I have often just kept cities to deny the land to the AI rather than because I actu
Cheers for the info Frogboy; I also checked out Derek's changelog and I can tell that the masterquest is shaping up nicely so I'm looking forward to trying it out. Is the new spell of mastery victory in the next Beta too? Mistwraithe, thanks for the reply BTW, I was beginning to wonder if anyone had read the OP.
Wow no other posts? That's pretty surprising. Are people not interested in this part of the game or is everyone taking a 'wait and see' approach for what Kael comes up with? I would have thought there would be a few different ideas floating about on how to revamp these win conditions but I guess not.
Yes Fire's good too but it seems more limited compared to the other shards - more spells are being added so it will be good to see what additional spells fire gets and I suspect Feedback will be awesome for fighting enemy spellcasters in the next beta
Yeah I agree the tax system and economy seems pretty screwy at the moment - tax is really low (I wish I only payed 3% tax!) and it's clear that the best strat at the moment is to keep tax as low as possible. Also tax and unrest seems pretty strange when the game is about tiny communities in a hostile world - I don't think they would have the luxury of industrial disputes and striking - they're supposed to be in a life or death scenario. I thought the economy system for GalCiv2 was
No control points/capture the flag scenarios please - I'd really hate it if tactical battles went down that route.
I strongly agree with DexCisco (post 133), I've noticed those issues to. Monsters on the strategic map and lairs needs its own thread I think as it will probably get lost on here but it definitely needs discussing too.
Ok Brad announced recently that the team is looking at ways to develop these two win conditions, which is great news because I think both could be improved and made more interesting. Anyway, I thought that now would be a good time to start a thread so that us fans could throw some suggestions out there for the devs to consider. Anyway lets get the ball rolling: The Masterquest: I would like this to feel like an epic quest where the player is aware of the goal at the st
I think the devs have superchamps and initiative firmly in their sights and I fully expect some big rebalancing in Thursday's beta - I'm guessing it will include higher base initiatives, quicker research times and empire development, and more xp required for champs to level up. I also reckon many of the stronger traits will be harder to acquire too. I read somewhere on these forums that the big spells are going to take longer to cast in tactical combat too (I think I'll just switc
Hi DustinSouls I can't speak for the devs - I'm just expressing my own views. I'm guessing they took a design decision early on to use squares instead of hexes; GalCiv 2 used squares for one thing and I personally think squares work fine - they allow you to go 8 directions whereas hexes only let you go 6 ways - a plus side for hexes is that they generate more asthetically pleasing maps - anyway, regardless of their relative merits it's too late in the day to chang
Cheers Mistwraithe glad you approve. I agree that there should be a cost involved vs conventional armies. So to elaborate a bit further: building defences (could be called something like nullstone shrine) would give catchall magic defence but have a maintenance cost rings - cost crystal and labour traits (could be called nullstone shrouding - fire or arcane defence - fire) cost labour and a trait slot - plus they could give -1 strength +1 intell
Agree with malekith here; initiative disparities is the exploit. Someone posted earlier about higher base initiatives for all units, this could work but would need to be done very carefully so that spells like haste remain useful - I hope that whatever changes are made dont nerf initiative into being an irrelevent stat
In Fallen Enchantress magic seems much more effective than WoM and thats very much a good thing IMO; I also like how each shard has its own clear identity and abilities - well done devs for the work you have done so far. Having played a few games I feel like sharing my thoughts on what we have so far and to make some suggestions about other things that could be added - mainly counters I think. All the shards seem to be very useful to me but the two that stand out as particularly
I don't like the fatigue idea much but I recognise that something needs to be done to tackle kiting issues and this would help in a long game but most battles are much shorter and it does nothing to deal with the impulsive mega mage that wipes out the enemy army in his first 2 turns. Maybe spells like blizzard, fireball and dirge of ceresa need a charge up time of 2 turns? With regard to fatigue maybe a unit loses 10% of its initiative with each turn it takes, so once the unit h
OK here's my views on ways to tackle kiting without killing it off as a strategy completely: 1) You could increase the moves of some of the bigger monsters like ogres and drakes and the boss monsters (kiting works against them too, I was able to take down the big ice elemental (Vetrar?) despite blizzard using a lvl 18 solo channeler on ridiculous setting) - move 2 is ok for bog standard units but the stronger guys should be faster 2) alternatively, give the bigger monsters