[quote who="Bellack" reply="1" id="3226487"]Don't like this idea at all. It would just kill the exploration part of the game. Now a toggle put into the game to remove the fog is fine so that both sides can play the game they way they like.[/quote] Perhaps it's not clear, I don't want to remove the fog of war, just the inky blackness. For me the exploration is about finding resources and places to settle which isn't really a matter of geography at all.&nbs
sweatyboatman
As I have said in many other threads purporting to "fix" this problem, what you perceive as an issue with Champions being OP is really a problem with the AI. They don't need to dramatically alter the structure of the game, or hamstring and nerf champions. They need the AI to be able to use Champions properly. To compare it to chess, the AI knows how all the pieces work, but doesn't understand how to use the pieces together and doesn't understand how to use its
The game should start with the entire map geography revealed. First, the cloth map is beautiful and covering it up for the majority of the game is a crime. Second, it gives the player a reasonable understanding of where they are in the world. Which allows the player to better formulate a strategy for expansion, and place their opponents geographically. Third, it could be applied to provide a cinematic start of the game, where the camera starts pulled back t
As an aside, the screenies make me think the game should start with the map revealed (though not resources and monsters and whatnot). The cloth map is beautiful! Why would you want to have it covered it up? How cool would it be to have each game start with a slow pan and zoom in from the beautiful cloth map to focus on your Sov standing alone in the wilderness?
My understanding is that it's the first person to queue the Merchantcross Bazarre (or any unique building) that gets it -- unless they cancel of course. Once it's placed in a queue, it's theirs. It's sadly not like Civ where it's a race to build and you can win the race even if you start later by outproducing your opponent. You'll probably see the notification in 20-30 turns when the AI finishes the building.
If the AI used Magic, your monk would have been burnt to a cinder.
A very very cool idea and clever implementation. it almost seems like a part of the vanilla game. [e digicons]k1[/e]
you shouldn't be able to shop unless you have sone sirt of pact. and unless you have an alliancethere should be a premium on the cost of goods.say 50%. this could be alleviated with trade or economic pacts and warm or close relations.
[quote quoting="post"] Failing that, or in addition to that, it would be helpful if the player could reorder the spells in the bar, so that the most used spells can be placed there. [/quote] you can already do that. just click on the spell drop-down (or drop-up in this case) and click and drag the spell where you want it in the bar.
Yes, please [e digicons]:pout:[/e]
shouldn't stack probably. but how about this instead: tireless march costs 0 mana but takes 2 hp per move for all units in the stack. so you can cast it on your stack of heroes and get 7 moves, but they'll take 14 damage per turn (assuming they use all seven moves eachvturn) this would be especially painful for regular units. so it might be a good wau to get your champs around the map but not so good for armies.
no dynasty system in FE
[quote who="seanw3" reply="19" id="3222912"]Let's do some math![/quote] Oh god no! [quote who="UmbralAngel" reply="20" id="3222934"]I think once that bug gets fixed production will be worth less. [/quote] Who says its a bug? The 3 turn minimum with negative rush cost has been in the game a long time and I haven't seen anything from anyone at Stardock to suggest that it's not in there intentionally. It's not a bug. It's a feature.&n
[quote who="Glowing_Ember" reply="16" id="3222844"]I think it's important to remember what is the point of having to make the decision of whether to idle or not to idle. When it comes to something like research points, it's rather vague since how often do you need that particular tech 2 or 3 turns earlier (not a hard number just a guesstimate)[/quote] This is a good point. Personally, I think a choice between doing something and doing nothing is generally not a fun choic
The destroyed cities are gone, you cannot found a new city on that terrain.
[quote who="Anesthesiac" reply="12" id="3222311"]It has probably been suggested somewhere, but is there a reason why the tax rate should not be managed per city, rather than empire wide?[/quote] because setting taxes for a half dozen cities is work and not fun for many people. with a good interface it could work, but thats a lot of work for small gain at this stage. what about a system where you can assign a champion as governor to a city.
[quote who="mqpiffle" reply="21" id="3221193"]It doesn't just 'nerf' champions, it 'nerfs' all units.[/quote] The idea being discussed in this thread just nerfs champions. Though I suppose if you were going for full lunacy, you'd also make it so that a group of units can only attack single units one-at-a-time. Never-ending tactical battles! As Sean and CogBurn pointed out twinking can be an issue, but balancing loot drops is small potatoes.&
[quote who="Madcatter" reply="17" id="3221154"] iirc the Sauron thing applied to War of Elemental, not Fallen Enchantress. [/quote] FE is the game War of Magic was supposed to be, so I don't see how the Sauron thing would be less influential now. WoM's problems were legion and iirc, one of them was that champions were underwhelming compared to trained units. [quote]It also doesn't mean Champions won't still be able to take out armies, they just won&#
[quote who="Sentinemodo" reply="7" id="3220247"]Wounded heroes shouldn't fight. If the city they are recuperating is attacked they should be withdrawn without fight to the closest city.[/quote] ^ this [quote who="Kongdej" reply="11" id="3221117"] Quoting GFireflyE, reply 10or at the VERY least, have a variety of excuses as to why the opponent sovereign (or champion) made it off the battlefield! The whole "magically escaped" thing gets old fast.
[quote who="Poko8" reply="3" id="3221106"]Earth tier 5: Birth of summer/bloom of twilight - 300 mana strategic - revive a 3x3 square of land so that it can be settled I've gotten earth 5 on multiple champions in every one of my games, but I've never gotten Birth of Summer (playing as Kingdom). Is there a known issue with it or something?[/quote] I believe you need to have Life/Death magic as well as Earth to get this spell.
This would be an enormous nerf for champions. And it's not going to happen (though perhaps it could be a mod). For a refresher, this is what the game's designers want champions to be like. High level champions are designed to be able to solo armies. This isn't an RTS with rock-paper-scissor style counters.&
Yup, the way the AI calculates the value of surrender is broken. Roughly, it seems like if you're at war and have a significantly higher power rating the AI will happily surrender. They wont make take a cease fire for all the gold in the world, but they'll surrender at the drop of a hat. It's been broken for quite a while, which suggests that Stardock's planning a significant revision to diplomacy in the next round of betas. (I hope, it's possible t
Not much more to go on than that it happened. Some of the graphics for the game (like the Faction Power/Turn count/Buttons/Options in the Options Menu) just started flickering after I did end turn. The game was still responsive, just not playable. I saved and quit out. Everything's fine now.
use diplomacy and ask the AI to surrender. I wonder if you could mod in a death limit (cats, famously, have nine) for champs and sovs.
yes. there should also be a way to separate units out of a group even if they have no movement points left.