sweatyboatman

sweatyboatman

Joined Member # 2565212
45 Posts 691 Replies 16,368 Reputation
Reply to 1-tile cities in FE Beta

[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

25 Replies 17,618 Views
Reply to Epic Ideas in FE Beta

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.

24 Replies 8,582 Views

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).

8 Replies 7,647 Views

[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.

4 Replies 8,847 Views

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.

4 Replies 8,847 Views

@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.

13 Replies 17,138 Views

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.

13 Replies 17,138 Views

[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!

34 Replies 56,740 Views

[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

11 Replies 8,608 Views

#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

3 Replies 4,414 Views

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

16 Replies 7,927 Views

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.

10 Replies 8,770 Views

[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

11 Replies 8,608 Views

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)

3 Replies 3,933 Views

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

2 Replies 23,158 Views