VRBones

VRBones

Joined Member # 2850224
3 Posts 20 Replies 122 Reputation

CivFanatics have been running competitions for Civilization since CivIII days. Save/loading in a single player game has always been a problem, which eventually led to mods being developed specifically to play these types of competitions.

11 Replies 14,424 Views

[quote who="moi-meme" reply="15" id="3329108"]And what precisely are the multi-hero XP penalties ?[/quote] I think I recall an in-depth study of it through the betas, but can't find the post any more. From what I recall (along with the spreadsheet analysis) the XP from the enemies are pooled together, then divided amongst the participating heroes with a slight adjustment due to level. Then the average XP for the heroes is halved and granted to all participating non-heroes.

22 Replies 33,988 Views

If you enter an epic quest tile and choose not to do it, the quest disapppears (which may be a bug anyway). Is this what the AI's are doing? Is there evidence that they have attempted the battle (less unit, uber gear when attacking them, etc)?

3 Replies 4,119 Views

When first testing a new build I'll typically pick all default settings (medium map) to see what the developer's intended experience was supposed to feel like, so to answer your question I'd expect the game to be optimised for the default settings (whatever they end up as). Once completed I'll move to a smaller map with max AI for quicker games to test for specific issues. If this were released I'd play large or above with max AI for casual games, and small maps wi

70 Replies 38,867 Views

I've had this a couple of times with a stuck animation (usually when a unit is moving through a city on a road). All the rest of the turn seems to play out normally, but it does not allow the turn to be completed, it simply returns to the unit in question. Saving the game and reloading moves the unit to the correct location, and the turn can be continued. Haven't been able to catch this one in a repeatable save file, but my hunch is that I've clicked on the exact tile that

2 Replies 1,680 Views

[quote]- most (not all, unfortunately) of our comments are generated out of our love of this game, and our desire to help you create a perfect game[/quote] After coming here on a high from 20 odd hrs of the best Elemental yet, the forums are .. well .. depressing. Beginning to think that the first impressions survey is the big take-home gift to hold onto.

14 Replies 63,949 Views

since I last played in early .93, the monster AI is significantly better in all the areas you seem to mention. - They don't kite anywhere near as much as before. (less free loot) - The wake radius seems to only be one, giving far more freedom for scouts than before. - Strong and above monsters are never on your doorstep, but are more likely the further they are away from you. - Tough monsters SHOULD block expansion And my fav

31 Replies 96,414 Views

[quote who="ddd888" reply="7" id="3209046"] the "solution" imo is just keep improving AI and make maybe defense stronger[/quote] Agreed. It needs to remain an option on the game's horizon as the final "raid content" for top tier gear, but the relevance is related to the amount of times it's needed to win the game. The relevance is the problem (ie. needed for defeating a tougher AI, or a more defensible AI), not the content itself.

22 Replies 24,766 Views

Happened in my game too. Does not get past Abeix's turn and had to autoplay the battle to get it to resolve (didn't end well for the good guys).

4 Replies 2,884 Views

Have a game where my sovereign's army kept wierdly attempting to go to another location other than that selected. It felt similar to the mountain bug (selecting to move when the camera view had a mountain in the foreground would sometimes select the mountain and then attempt to path to the other side of the mountain), but it kept appearing somewhat randomly on the same stack from then on. Here's a save file where the effect will happen if the sovereign attempts to move directl

0 Replies 2,600 Views

I've tried to load some of the stored maps, but all seem to be missing the food / materials data for founding cities. Is it possible to have a standard map, or a way to export a random map, so that we can do strategy comparisons for balance? Ideally there would also need to be some form of determinism on the randomness too, but I'd be happy with just a stable map.

2 Replies 3,523 Views

This should also clear up a couple of concerns of mine in that it is pretty hard to tell whether a tile is going to take 1 or 2 movement to progress through. Some normal tiles have forest on them, some hill tiles are quite flat when viewing from above, etc. Another movement issue is that there always seems to be 1 movement tiles around the base of a mountain. This tends to give 'lanes' of travel which is an interesting strategic element, but means that most travel is alo

7 Replies 4,825 Views

We want to drop a ton of items, but to really pull off a sense of excitement when finding a great item, there needs to be non-optimal items, both for your class, and in general. By specifically targeting stats at classes, we can reduce the amount of item overlap, diversify our item pool, and create a cleaner, more exciting itemization system. Quote from the latest dev journal for D

46 Replies 123,851 Views

So what you're saying is that you'd love a game where you don't get an iron mine at the start of the game, and be completely overrun by your neigbour that does? Research is about pacing, and giving the game phases. If you see that your neighbour has iron and you do not, you know that about 1/4 of the way through the game you are going to be in serious trouble. You now have options to research different paths to prepare for that time, and attempt to minimise it by attemptin

78 Replies 203,338 Views

[quote who="Autarkhos" reply="12" id="3067616"]I really have no idea why you guys can enjoy randomness like this for the levelling of heros. It limits strategic choice and just makes it into a game of rolling the dice, especially when rare ones are, 99% of the time, just outright superior to the hero regardless of it's class.[/quote] Optimising randomness has been part and parcel of 4X games since the beginning. Giving a choice of 6 feels about right with the amount of traits on o

46 Replies 123,851 Views

Came in to check on whether any of these had been reported and noticed 0.77 already out. Good signs indeed! Here's a dump of my buglist from the last playthrough. Some are pretty minor, but anything that broke my concentration on the game long enough to alt-tab to the buglist made it on. I do have screenshots of most issues, but I'm happy to move on to 0.77 and report later. Fallen Enchantress Beta 0.76: User Interface: - When other events occur

0 Replies 2,474 Views