[quote who="Trojasmic" reply="8" id="3167802"]I'm really surprised by the concurrence on 1-tile cities. I thought for sure a group like this would go for the more creative (not done in other games) approach that we have today. [/quote] I think those of us who championed the multi-tile cities have just accepted the reality that Stardock are going to make this change. [e digicons]x_x[/e] RIP: it really was a novel feature, but it's appeal was mostly cosmetic
sweatyboatman
100-Year Flood All tiles within (x) spaces of water are flooded for (y) number of turns. Cities in the affected area lose all production/mana/gold for the duration. Non-stationed units (including monsters) are pushed inland, taking damage for each tile moved. Any construction (improvements, shards, outposts) is destroyed.
the first thing you should try is changing the camera angle. I find just changing the camera so it faces straight across the battlefield fixes things about 80% of the time.
...related to the 3-turn minimum training time for all units. Cannot wait until they take that out.
Wait until Beta 4. Once they take out the dynamic cities on the main map, performance should shoot through the roof. I believe that was Brad's main argument for changing to one-tile cities (that it would free up resources to do a lot of other things).
or stunned... yeah i think this is a bug
[quote who="OrionM42" reply="3" id="3165378"]I guess the reason why more players (maybe) don't do this, is because none of their champions ever get damaged, by losing a combat. Well ... Good for them ! ... but one benefit to me, of being a less than stellar player, is that I ALWAYS end up with "some throwaway champion running back and forth doing it"... [/quote] Speaking for myself, the reason I don't do that is because it's boring.
This game really needs a straightforward way to transfer objects between champions at a distance. I propose that champs stationed in the city will have access to a armory where they can leave objects or pick up objects your other champs have left. It doesn't matter which city you're in as all cities access the same armory (magic!). This has probably been suggested before, but the search on these forums is useless.
unique faction traits no waiting for the turn to end no crashes questing/leveling champs - brutal monsters - some cool loot
@Numdyar, you and I are on the same page. I feel like with FE Stardock has a lot of opportunity to really re-imagine a lot of the 4x tropes. And as 4x tropes go, expand or die is one of the lamest and most indefensible, but it's also the most universal. As with most issues on this forum, this is not an either-or thing. The idea isn't to get rid of quick expansion as a strategy, it's to make it so there are other viable strategies.
here's another option: have a scaling mana/gold cost for the building of each city. your first city is free, natch [e digicons]:grin:[/e] . your second city costs 50 mana/200 gold. your third city costs 100/400, 4th = 200/800, 5th = 400/1600, etc... the actual scale could be varied depending on the size of the world map (so larger maps have lower costs). cities should also incur a constant mana cost as well, based entirely on the size of their ZOC.
[quote who="Frogboy" reply="11" id="3164612"] Quoting Ashbery76, reply 10the Which is why we call them Ironeers and not dwarves. I miss sprites. You want a halfling? No sweat. You want a lizard guy? Easy.[/quote] Artists need to eat, too!
[quote who="lhetre" reply="10" id="3163923"]my mistake, I was thinking about a champion casting haste on itself it seems still logical IMHO : you cast haste to allow your unit to move before the others, the spell works from the moment it's been cast, not from the moment the unit should move but I haven't seen a unit going from a movement every few turns to five movements in a row, that's why the combat system seems quite robust to me[/quote] just to c
#1 - double-right click/waypoints. do not do this. If you're implementing waypoints, then shift+right-click to set them. Otherwise, right-click should trigger action. #2 - ok. though I would rather they worked on other UI issues. I have yet to have the desire to set a destination for units before they're built. #3 - agreed. more hotkeys = more better. though overloading the functionality of hotkeys (so they do different things
As it stands, in my current game I have about a dozen shard summons that clog up my units UI (as they slowly make their way across the map) that I mainly use as dispensable meat shields. I Instead of multiple shards providing multiple weak summons, they should make the summons stronger: providing them new abilities and stat bonuses. It would be way cooler to have that fourth death shard make my demon unit into an unstoppable juggernaut than to have that fourth death shard
You have too many cities. Your population growth (before buildings) is split between all your cities. Raze some cities or better start again and focus on building 2-3 cities and use your pioneers to build outposts instead.
I've seen this occasionally, though it doesn't just happen for a specific mob, that I can tell. I actually found that I could "fix" it by changing the camera angle to be closer to perpendicular (so i'm looking down the middle of the battle).
[quote who="lhetre" reply="8" id="3163234"] Quoting StevenAus, reply 7Yes, slow/haste should not give less/more turns based on turns already taken. That is just counter-intuitive. It should only affect from the point in time the slowing/hasting spell is cast. I don't get it, from the moment you cast a spell ALL the following turns are affected as they are "future" turns, the spell reorganises the order in which units will move or attack, it cannot change turns
poison critting is always humorous and rarely affect the course of battle.
yeah that is a little disorienting. definitely a bug. if they're going to make a noise post battle they should cheer!
make it ranged but exponentially less effective the further away you are.
yup. happened to me in my first game. got the anouncement about the weapon i'd earned and then was thrown into a second battle with some bandits (an archer, a melee, and two magic users)
I think this is a good idea, though given the large number of monsters at the start of the game, it might be difficult to implement in a way that made any sense.
I'm pretty sure it's a temporary kluge to deter early-game pioneer spamming. Unfortunately it doesn't seem like Stardock has been able to come up with a suitable alternative solution. That or they're holding off on any changes to unit building as part of the next beta stage (the one with one-tile cities)
I think that #1 and #2 are bugs with the current implementation of the AI. Clearly, if pathfinding was working properly the AI would make use of roads. You don't need to change the mechanics of the game, just fix the bugs in pathing. Although your suggestion of casting Tireless March on an army is a really good one. And I think the reason the AI's units are low-level has to do with the AI constantly getting its butt kicked by monsters. It