sweatyboatman

sweatyboatman

Joined Member # 2565212
45 Posts 691 Replies 16,368 Reputation

[quote who="ddd888" reply="20" id="3210700"] Quoting sweatyboatman, reply 19 I'm not sure why we're rewarding idle cities at all. Really, it's yet another unnecessary advantage for city-spammers. tbh i dont see this cities are just plain better WHATEVER you do with them if you train ppl, build improvemnts, or idle its just better to have a city than not [/quote]</

26 Replies 18,997 Views

Monster behavior AI needs some serious love. I had a post a while back about monsters decimating towns that was something like this: When a monster attacks a town (and wins), it should make that town its new lair. Depending on the population of the town, there'd be a number of turns that you could retrieve the town (with some damage, and a drastically reduced population) before the whole thing just poofed into a pile of rubble. (A new monster would automaticall

26 Replies 23,872 Views

Quoting myself from another thread: All these %-when-idle bonuses should be replaced with bonuses dependent on the kind of hero(s) that's governing the city. So wealth and production bonuses require a hero with the Administrator trait to be stationed in the city. Research bonuses require a Researcher. Magic bonuses are generated based on the type of magic skills the heroes stationed there have. Military bonuses could be calculated based on the Strength/Agil

32 Replies 12,763 Views
Reply to Bugtracker? in FE Support

My understanding is that Stardock takes bug reports from the forum and has employees enter them into the bug tracker. How about just letting us see the bug tracker, but not comment or submit new bugs? So we can see what's going on. Or at least, when people complain about Sideways Arrows [e digicons]X([/e] we can point them to the entry in the bug tracker.

8 Replies 9,613 Views

[quote who="seanw3" reply="2" id="3209756"] If you are dead set about giving incentive not to build, 100% is what you need to add. Maybe even a set amount of +8 Research when idle.[/quote] I'm not sure why we're rewarding idle cities at all. Really, it's yet another unnecessary advantage for city-spammers. All these %-when-idle bonuses should be instead tied to the kind of hero that's governing the city. So wealth and production bonuses require an A

26 Replies 18,997 Views

You can only settle in certain places on the map. These places can be seen in the icons that overlay the tile and represent the resources avaialble to a city created on that spot. Here's a screenshot: You'll need to find a tile with at least food and production before your pioneer can create a town.

2 Replies 5,434 Views

I am psyched for a tactical action bar! it looks like it's customizable and hot-keyed as well?! though it seems like there's plenty of screen real-estate so why hide the bars for Skills & Items if there's room?

16 Replies 40,217 Views

I know it's an industry trope to have all these map/game settings: Map Size, Terrain type, Game Difficulty, Number of Opponents, Game pacing, etc... And frankly, I love that FE provides so many different options. It's really cool, but reading the thread Frogboy started on Map Size and some other comments has started me thinking about how differently the game plays when you change any one of those settings. We're all playing the same game, but having compl

0 Replies 1,317 Views

What size map are you playing on? How many opponents? What level of difficulty? There are options when you're starting the game to change the pacing, try speeding up the pacing on tech or growth and increasing the monster density.

10 Replies 7,281 Views

Isn't there a trait that gives you henchmen when you start? If you abhor the use of weaponry, then I would take that trait and use the henchmen (and summon) as meat-shields to level up. I do think that it should be possible to play as a pure magic user, but IMHO the leveling up mechanism isn't really there for that. A pure magic user needs a shield, a heal, a debuff and a blast. I'm not sure, but I don't think you can build a character like that

10 Replies 7,047 Views

This is a holdover from Beta 3, but the AI for peace/surrender is still borked up the wazoo. The price of a cease-fire is astronomical, but you can get pretty much any sov to surrender to you as long as you're a little more powerful than they are. I guess the negotiation AI hasn't gotten any love with this beta. [e digicons]:frogboy:[/e] Frogboy's been slacking! [e digicons]:D[/e] I noticed that all three of the AIs that I've g

3 Replies 10,555 Views

It might be intentional, as the description of the "Vial of Poison" says "With this the unit can apply poison to his weapons, making even the most glancing blows lethal." I don't know though, a dodge or a block should at least give you the chance to not get poisoned.

4 Replies 3,784 Views

#3. Rebalance the cost of pioneers to make them more expensive relative to the initial buildings. I'd also make them slower (the base unit should move one square per turn) which would make them more vulnerable to monster attacks. Good analysis. I haven't seen the point mentioned that the pioneers cost as much as the early buildings, which I think makes training pioneers initially a far better strategy than building anything.

12 Replies 50,111 Views

I vote for being able to build forest/river buildings that are not attached to the city, but are within the city's natural ZoC. You still make them from the city screen and the buildings appear on the map, but they're not destroyable like resources. Seems simple enough to me. Plus it would give a little more visual pop to cities by spreading them out, rather than having everything clumped together in a square.

23 Replies 8,188 Views

[quote who="OrionM42" reply="96" id="3206101"] Quoting seanw3, reply 93 I hate to admit it, but alot of the people that play these games don't comment on the forums. ... Exactly so ! ... which is one reason why Derek, Brad, et. al. should NOT always take the comments, made by the 100 most prolific respondents on these forums, as unvarnished Holy Writ . However well meaning we may be, we are not the purchasers who

122 Replies 265,529 Views

[quote who="NorsemanViking" reply="37" id="3194328"] Quoting RedDwarf999, reply 34You know what I didn't like about this game? When a random monster could walk into a town and destroy it really quickly. Play for 3 hours and your best city is demolished. It should be more like the city is just inconvenienced by the monster. Some penalty for some time. Or the monster raids the town and makes off with a princess/prince (whatever) and a quest is generated. &

48 Replies 150,536 Views

[quote who="Austinvn" reply="138" id="3188756"]I actually encounter a lot more frustration dealing with the ridiculously large hordes of regular units the AIs churn out on higher difficulty (hopefully the upcoming economy scaling changes tone that down a touch). If I defeat a champion, at least I won't see him again anytime soon - it may be only a temporary advantage, but it's an advantage nonetheless, one that can potentially swing the war in my favor. On the other hand if I defeat a

208 Replies 713,233 Views

[quote who="MiamiBigAL" reply="1" id="3170726"]And what would these boosts/hits be? Being overtly hostile seems like it would always have a negative impact, which is why I am guessing it is always an apparent friendly greeting until you, e.g. declare war.[/quote] In a 1v1 game, maybe. But your relationships with other factions might suffer from being too friendly with "the wrong type of people". Also, a stronger faction might attempt to prove its superiority by bei

6 Replies 33,360 Views

[quote who="joasoze" reply="2" id="3169656"]How is the splash damage supposed to work now?[/quote] splash is supposed to do a fraction of the damage of the initial attack to the neighboring units. there are other threads about the splash damage bug, but basically there's a flaw in the way it calculates the damage done to neighboring units that is magnifying the damage rather than reducing it. So instead of doing 20% damage, the splash does 400% damage or somesuch.&

17 Replies 8,448 Views

This just points out yet another weakness of the tactical AI. I'm pretty sure that champion has other means of inflicting damage than melee, but it doesn't use it because it thinks it can get to the Storm Crow in two turns. He's got burning blade and candle-cloak so it sounds like he could take two turns to fire a couple flame darts and end the whole battle. Also the tactic wouldn't work if the AI's champion wasn't all alone, grouping units being

5 Replies 6,038 Views
Reply to 1-tile cities in FE Beta

That's what I get for being resigned to something happening. Can I just say how much I appreciate Brad's participation on these forums. Great news! I'm really curious now if you're planning on overhauling the UI for city building.

25 Replies 17,627 Views

I may be wrong, but I just assumed you needed to kill him on the first shot to complete the quest. Otherwise he just becomes a particularly nasty monster rampaging around, detached from the quest altogether.

11 Replies 6,351 Views