smakemupagus

smakemupagus

Joined Member # 2679559
14 Posts 138 Replies 235 Reputation

During the AI's turn I got two events: attacked by the wraiths and a diplomatic call ("we're being crushed, will you help?!") from the ironeers. After clicking through a sort of disorienting pair of pop ups, I'm in the battle, seems like it's OK. However as the battle is going on I click on one of the enemy unit portraits to get some more info about the unit and bam! ... suddenly I'm out of the battle and in the diplomacy screen. Execute and conclude the

0 Replies 2,040 Views

I had a 6-unit army in the field, one square away from my town. They happen to have a movement waypoint set so that they would have entered the city next turn. However, Enemy party attacks, zoom to tactical. Only 1 of my 6 units is on the field; battle lost of course. Battle wrap up screen indicates all 6 units are dead! However, back to the strategic map, and the other 5 of the 6 units are safely back in the city. edit: A

0 Replies 1,969 Views

[quote who="Blackmantle_" reply="63" id="3267352"] Be careful what you ask for. Balance is fine and dandy. But I'd rather have an unbalanced and fun game than a balanced unfun one. [/quote] I'd rather have an approximately balanced fun game; than a wildly out of balance fun game. [e digicons]:D[/e]

74 Replies 247,680 Views

Yeah, Warlock is about the "leanest" game in this genre that holds any interest for me. It was a fun diversion but not a game i'll sink many hours into. Keep it baggy!

24 Replies 26,134 Views

You guys get a dogpile every game? Are you on a really high difficulty? Through several games on challenging I just see Kingdoms vs. Empire world war every time (unless I screw up the dynamic myself by declaring war on a common faction). Trogs or Altar tend to declare first and then their faction-mates jump in to join them; despite if I was friendly, trade agreement, or whatever.

23 Replies 16,264 Views

they're not *terribly* overpowered to face in combat, but they're so cheap. Compare to the Ironeer golems, similar tech level except they aren't really scary, and those require a lot of iron and mana. A secondary effect of being so cheap is that the AI (or you) can crank a few of them out, quadruple their power rating, and therefore get whatever you want at diplomacy.

74 Replies 247,680 Views

agree 100% with OP. all the crazy "benefits" from snaking and wonky unit movement near cities drive me nuts. After seeing the discussion of other threads though I don't get the impression this is going anywhere (neither going away nor adding any complexity that would make it more interesting) i also agree they look nice, but i don't care so much about that so much. I'm glad some of yall enjoy placing the buildings although I don't understand

27 Replies 17,113 Views

[quote who="Bingjack" reply="24" id="3093282"] Yeah, I don't buy this. There's no way a completely optional feature that you claim you don't like, and don't want to use, can intrude on your game unless you want it to. [/quote] if you try it a couple times to find out you don't like it, the AI keeps using the units you designed. I like unit design in principle, e.g. in SMAC and Galciv, but in E:FE it hasn't captured my interest yet.

34 Replies 36,384 Views

[quote who="Frogboy" reply="59" id="3084246"]A good suggestion example: Archers don't scale up. Can we make accuracy be to ranged units what strength is to Melee units. A suggestion example we can't use: I think FE should be the best of Master of Magic (well the one that was modded over several years, not the original release) PLUS Age of Wonders:SW (not the original AOW or AOW2 but AOW2:SW) PLUS Total War. [/quote] &nbsp

83 Replies 61,872 Views

[quote who="seanw3" reply="3" id="3082280"].77 isn't a great example of the finished Tactical Battle system. It is just a taste really. [/quote] Maybe you're right. If that's the case I'm surprised to have not seen it referred in the otherwise generally excellent "what's next" post.

61 Replies 181,169 Views

I also think the combat system in 0.77 is too simple to be much fun, but I understand that the engine can support terrain cover bonuses and certainly a wider range of unit abilities, zone of control, and counterstrike. (Tactical magic is on track to be a blast once it's balanced up, but the mundane units not so much). Other people seem to like it though, so YMMV. We'll see what they do with it going forward. Devs have been playing the cards close to the vest t

61 Replies 181,169 Views

[quote who="xaltotun" reply="15" id="3082012"] Pirates? What a cool idea. They sail along the river or the coast line and loot cities.... A new Heavenfall mod for FE?[/quote] Well, they'll have to *walk* along the coast of course.

29 Replies 9,435 Views

I can see either way on the design of whether to have random and quest techs in the first place; personally I like them just as something that is relatively new (to me anyway). Given that we have them though there should be more than 2 and 6 !

23 Replies 20,064 Views

(2). I agree with OP that this is an area that can use some work; I'm not going to go out of my way to propose any solutions because it seems like Stardock are preferring to take command of solutions which meet their design vision. Which is great.

23 Replies 20,064 Views

This sounds really promising. I was a little worried about some of the "no big changes" posts in past couple weeks -- flashbacks to wom beta -- but this post and Brad's recent posts gives me a lot more confidence that this time around you guys also see the remaining rough spots and have the plan to fix them.

144 Replies 343,397 Views

[quote who="Heavenfall" reply="10" id="3080784"] I don't know why everyone wants automated roads if its just going to take away any choice in the game. Is it just a graphical feature? A tech unlock with slight upgrades? Or are we retaining the ability to choose road placement, just getting rid of the caravans? Like, maybe you get to place one road every 100 population or something.[/quote] It's like one of those NBA trades where you trade away a

28 Replies 29,124 Views

[quote who="Frogboy" reply="5" id="3080651"]Caravans, as a unit, are going away.[/quote] Huzzah :D

28 Replies 29,124 Views

Here are some scenarios I would be interested in testing. I suspect that AOE damage magic (with initiative bonus especially) is too strong compared to everything, and that lack of complexity in the combat engine favors generic powerful stacks over combined arms or maneuver. But, that could just be wrong impressions based on limited information. Too bad Beta doesn't have some kind of tactical arena for testing. If there's some tactical tricks that can help the

91 Replies 205,738 Views

Story is great. In Fall from Heaven there were many stories, quotes, poetry, etc. a lot like what was in the original post here, sprinkled throughout the Civilopedia and those added a ton to the charm and the immersion. But I don't see why it is an either/or thing with story vs function. I can suspend disbelief and equivalently imagine the same backstory being abstracted into clicking a research box, or into the placing of our first smelter.

5 Replies 4,675 Views

Oh snap, it's just a picture of a blacksmith? Here I always thought I was actually creating a blacksmith. Now I don't feel so bad about turning off my computer at night! [e digicons]:grin:[/e] ... i like tech trees too, although I think this current one doesn't offer enough meaningful choices and doesn't connect in a satisfying way to other aspects of the game. But, those conversations are going on in the other threads ...

5 Replies 4,675 Views