The random event(s) I would like to see, to counter a player doing too well, is the "Desperation Power Grab" style event. An empire that is losing badly would be given an opportunity to essentially sell its soul to the devil. Obviously there'd be a benefit to this, more powerful units, or more money, more mana, etc... but the tradeoff would be that your empire would slowly sink into depravity or your production would go towards generating powerful and chaotic monsters, or some
sweatyboatman
I haven't had much luck kiting, mainly because I run out of room on the tactical maps . But I think this might this be caused by the AI's silly "move one square a turn until I can attack" strategy that's new with 0.95. I figure it's much easier to kite when your opponent will only move one square at a time.
[quote]Armor is still king, absolute; Getting into an altercation with another faction, if you do not have the weapon to meet their armor, it is a dramatic and serious disadvantage. Not really sure how to address this one well, but it still seems a huge factor.[/quote] The solution to defeating an opponent who's investing heavily in armor, is to go heavy magic. I don't think they make it clear, but magic damage ignores armor completely. A heavily armored unit is st
[quote]playable? fun? interesting for multiple runthroughs? how's the magic? [/quote] Out of 10, the beta is Playable: 7 - knocked off a couple points because too many people are reporting crash-bugs or graphic bugs, load inconsistencies, etc. My experience has been rather bug/crash free since the .95 beta. Fun: 8 - the game is really fun, but the UI gets in the way in many places and needs polish, and AI at the higher levels still doesn't know how to pla
[quote who="GFireflyE" reply="8" id="3217449"] They already have a mechanism in place for 'monster intent': Those pop-ups with little messages "oooo....shinies." All FE would have to do is extend that to include a wider variety: The slag B-lining for your capital could be "GWRRAARR" [/quote] If only those popups were connected in any way to the unit that spawned them. Ideally I would want something that you could see just by looking at th
[quote who="ea6527" reply="2" id="3217527"]I think you should proofread before posting Froglord - Adventerers? [/quote] see above where frogboy refers to himself as a "stupid monkey". You want to spell things right in your quest, Mr Fancy High School diploma. go right ahead.
[quote who="boredpeon" reply="7" id="3217343"] Another game, ocean to the north, 10 tiles southwest and 10 tiles southeast making a 20x10 area explored and not a single buildable location besides the start location. With repeatedly getting bad maps it makes me quickly lose interest in playing. Why would I want to play a game where I get stuck with one or two cities while the AI has three times as many. Seriously how do you play an empire building game when the map does no
I believe you can also find an item in goody-huts that provides a henchman.
There's been a lot of discussion about monster aggressiveness (and whether the monsters attack the human player more than the AI), but I think a lot of the problem comes from having no way of understanding the intention of the monsters. They stand there like they're in a petting zoo for a hundred turns and then something clicks and they march half-way across the map to attack a city. Why? Nobody knows. Well, the world is a harsh place. What makes it
[quote who="Nasarog" reply="8" id="3216556"] 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.[/quote] 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 planning to release FE 7 months ago).
I wouldn't schedule any vacation around that date as it strikes me as more like an aspiration rather than a deadline. Brad has been clear that the game isn't going to release until it's ready. Since WoM's launch issues were entirely the result of Stardock rushing the game out the door to hit a delivery deadline, I'd be stunned to find that they'd made any serious commitment to an actual date at this point. FE is far beyond WoM and much closer to my
[quote who="MisterAedan" reply="19" id="3216356"] That's actually a legit trade - you would both gain those 53 points of research and add them to a (random?) tech, so you both benefit. But the thing with them coming back again the next turn, and the next, with the same offer is definitely a weirdness and sometimes an annoyance.[/quote] I think the bug there might be that the UI for tech trading isn't clear. Making an even trade for techs is a valid offer (It's n
8 GB of RAM, 64-bit.
[quote who="Bingjack" reply="9" id="3211983"]I think it would be far easier to simply give more control to a human player to place the roads, than trying to teach the AI to do it intelligently. There are too many variables. Even if it were twice as good as it is now, humans could still make better decisions.[/quote] I don't disagree with you; I just think you're underestimating the effort involved in planning, developing, tuning, and testing a brand new user interface. <p
[quote who="Bingjack" reply="7" id="3211968"] When roads are involved, you can cover a lot of ground (and really go off the rails when the AI does something stupid) in a single turn, with a single click. Again, I'm just looking for a toggle option here. A preview/confirm mechanism is a pretty standard behavior in most of the TBS games I've played, for precisely this reason.[/quote] That's true. Maybe just make the right click work immediately for one
[quote who="CdrRogdan" reply="2" id="3211922"]From the look of things your basically asking the game for a popup that says: "Your unit is about to do something incredibly stupid! Do you want to let them?"[/quote] I think he's actually asking for a less klugey way to get the green path icons to show up before the unit moves. The idea being that it requires two right-clicks on the same spot to initiate a move. I think that could be annoying for those o
Frankly, I like not having to deal with road building. Roads are boring. I prefer the current system, even with its egregiously bad road placement. Though the idea of being able to upgrade roads (per city via the build UI) sounds cool to me. [quote who="Bingjack" reply="6" id="3211772"]It places them through monster lairs, locked champions, woods, the long way around the map, another factions territory, and simply fails to make logical connections between cities an
I have been playing a game on a Large map with a bunch of AIs. One, a custom faction named "Obnoxious Dinner Guests" quickly jumped out to a sizable lead and has held on to it as the game has continued. However, I have been catching up over the last 100 turns or so. Imagine my surprise when I loaded up my latest save to find that the Obnoxious Dinner Guests were no longer present in my game! One save they're there: http://dl.dropbox.com/u
I believe that the Frog has mentioned that there will be a long beta period (after this one) of balancing where they deal with all these kinds of issues.
[quote quoting="post"] Furthermore there does not seem to be a way to cancel and recast them. [/quote] There's a list of current enchantments in the "Govern" area (Click on Govern in the lower-right corner). You can remove the enchantments on your city from there. Does seem like you should be able to accomplish the same thing from the city details sheet.
Not only caravans, but any unit should be able to share a tile with any other unit you're not at war with (e.g. alliances and non-aggression pacts). You should also be able to pass through AI controlled cities if you have a non-ag pact or alliance.
Not a bad idea. [e digicons]k1[/e]
[quote who="DsRaider" reply="12" id="3211334"]I actually disagree. Removing this would make spamming low level things utterly ridiculous.[/quote] Low-level units are essentially useless once your opponent has real armor, what's your point? The system as implemented doesn't prevent a player with a handful of cities from pumping out hordes of useless units. It just makes that tactic far more effective against a player who has fewer cities. [quote who="CdrRogd
[quote who="Bellack" reply="25" id="3211114"] This makes absolutely no sense to me. Why would you play a 4X game with little to no city building (AKA no colonization) and no taking over enemy cities? Why only have 2 or 3 cities on the WHOLE map. [/quote] Because you can? The great thing about a game like this is that it opens provides a playground for different strategies and play styles. The idea isn't to get the highest score, it's to play the fun
oh, it never caused the illusion of fun.