I've seen this several times too. https://forums.elementalgame.com/416595 It seems that the ground's fertility goes away too, perhaps that is related
smakemupagus
Yep same here. Also can't demolish a half built orchard belonging to them
My city Kaffara just disappears. repeatable from the linked save just play forward two or three turns (i've been using my army to clear the bandit camp during those two turns, for what it's worth) i think it is just bugging out and disappearing. Maybe, it's being attacked and wiped out by something i can't see? in which case there should be a "your city is under attack" or something afterwards it seems like i can't rebuild i
city specialisation Not really there yet. one megalopolis vs many smaller cities city spam is much more effective, the only exception is you might have to raze a few (mega)cities that you capture if you can't afford maintanance one troop type vs combined arms combined arms help a bit. I'd say we're somewhere around a "rock, scissors, another rock" system right now :) the
Ophi on a horse , in a tactical battle. (as you can see, The ophidium holds himself stiffly and straps on to the horse sidesaddle)
Relias is turning out these bad boys in stacks (parties?) of 5. Notice the Ophidian perks, club, and hat. With the magic skin i wonder if this might be a game winning unit for him since my army pretty much consists of one champion casting impulsive fireballs This is a unit that I designed for lol's and bug detection in a previous [0.75] game, although, I don't recall actually being able to build them. <img src="http://dl.dropbox.com/u/8
in 0.76, the AI opponent is building these that i had designed. The ones with a hat. I guess i'm glad i didn't give them plate mail and a burning sword. https://forums.elementalgame.com/416377
captured a drake improvement and then: (1) cost to train Drakes includes food? i don't know what it means to spend food, it's not a global resource? (2) the 'Drake' unit only has 11 HP, seems odd (3) when I built him i also recieved three units of pack drakes (2 parties and 1 group) for free
it's still OP but the berzerker's weapons getting toned down a lot helps. (just now i had a one-turn 8-shot of Procipinee, where in 0.75 it would have been a one-turn 4-shot). agree that there can be a nerfed version for bears and common weapons, and retain the current thing as Embrace of the Depths for level 16 drowned undead bears. edit: oh great it's fixed :D
Yep, the balance changes and fixes are great. In my experience it's more stable so far too. Nice first patch :)
[0.76] 1) city building more strategic/interesting -- more interaction with terrain? building choices with more differentiation? 2) battles more tactical -- a greater variety of unit abilities; and/or a little more complexity in the underlying system ... I don't actually think yall neccesarily need BOTH of the above to have a great game, but probably at least one. 3) Polish on some base gameplay mechanics that are placeholdery or legacy.
I am fine with it being possible if the Path itself weren't the best perk. Right now its a no-brainer to take any path perk that shows up.
I would have thought "More Cowbell" was a balance issue
Huh, I get quick-save but i don't think i've ever used quick-load. It would hardly have occured to me that it was missing. Anyway there seem to be technical issues with quickload which i don't really understand, but you can read a little bit about here https://forums.elementalgame.com/415570/get;3063386
[quote who="jpmcconnell" reply="27" id="3061985"]Get rid of it unless it serves some gameplay function. Currently the only real effect of building placement is so you can sprawl out your city to 1. Give you instantaneous movement from one end of a city to the other 2. Bring resources into the protection of city walls No other reasons or gameplay effects, and in my opinion both of these are just cheese. [/quote] +1
yeah i guess my feeling is, if there aren't going to be boats*, then don't have islands or separate continents. *or some other mode of transit that the AI knows how to use
Does the AI know how to use Raise land when it wants to cross the water? I wonder whether or not Earth civilizations would have invented boats if we had had Raise land.
[quote who="seanw3" reply="4" id="3064087"]I totally agree. Criticals are the bread and butter of the archer crowd. I would rather it be more likely to crit so that heroes that go path of the assassin have something to show for it. Double damage with a low strength is just not that impressive. I also would like to see some new assassin loot that totally ignores armor. [/quote] I was thinking of assassin gear that somehow works better the smaller the enemy group is,
[quote who="TheOtherHorseman" reply="29" id="3064130"] Quoting Mtrixis, reply 26There are several of those - incredibly uninteresting. They literally reward you for doing nothing and making no choices. I saw them more as the equivalent to the civ option to build money or research, except you default to all of them when you aren't otherwise occupied instead of having to go there and make it happen.[/quote] so it's like the least
[quote who="seanw3" reply="8" id="3063378"]I think you should be able to cross classes. To me, the problem is that Path of [Class Here] is the best trait in every category. The incentive to continue a path should be based on there being continually better traits as you go higher in a class. That is straight out of D&D (bible for leveling mechanics). [/quote]
Nice post! Indeed there are many very good things about FE and thanks for taking the moment to reflect that. If we're being critical elsewhere it's because we know the team is shooting for "amazing" not just "good"!
Yes or alternatively, fine tune the pacing and availability of resources so that the order of research & building is more meaningful. I would personally go with pacing early and more permanent decisions in mid-/late-game.
[quote who="Mtrixis" reply="22" id="3062753"] Too much detail in tac combat in a game like this bogs it down to the point where you dread getting into wars in the late game (unless you _really_ love fighting), because you can't always rely on the auto-battle to handle medium size fights efficiently. [/quote] Yeah I hear you. But right now, for better or worse the tac combats take up a large amount of the players' time and attention. One way to go
[quote who="StevenAus" reply="9" id="3062434"]It seems that after the initial positive reaction, things have cooled a bit. What can be done now to significantly change FE into a better game?[/quote] I think that's a pretty good indication of where it's at actually. It's fun for several playthroughs, it's miles better than E:WoM, but missing that "one more turn" recipe that Fall From Heaven or GalCiv2:ToA, or any of our other all time favorites, have.
Yeah I agree with OP on most points. There are just still so many clicks of the mouse that don't represent an interesting strategic or tactical decision.