[quote who="Wizard1200" reply="8" id="3072938"]I think that is a great idea and if it is done right this: Quoting Stupidity10, reply 4You do realize that your suggesting an entirely new game right? One where half the games content is thown out? should be no problem. The general could be immune to attacks and could only cast spells until the last unit in his army dies. After that the general is no longer immune to attacks and can attack with melee or ranged weapons,
Kantok
Why 5? Why not 3 or 7 or 22? It's completely arbitrary. If anything have an ever increasing chance of perma-death based on the number of injuries.
There is pretty much no reason that these shouldn't update when your number of shards update. If they're worried about balance (ie, you cast them early and then they get upgraded for free as the game goes on) then make them more expensive or tie the upkeep cost to the number of shards. Otherwise it trivializes a large part of the shard mechanic. Magic is supposed to be tied to shards and owning shards to increase your magic power is supposed to be a viable g
[quote who="Zygwen" reply="22" id="3071328"] Quoting Kamamura_CZ, reply 20all unnecessary chores that don't give present you interesting choices or dilemmas should be either automated, abstracted, or removed altogether. So why don't we replace the whole game with one big I win button since the whole thing is a time waster? Tactical Combat is in because some people enjoy it. You can always bypass it by auto resolve if it isn't your cup of tea. That being
Here are a series of zip files. Crashed early game while exploring. First time crashing multiple times in a play session since beta started. Zip1 Zip2 <a href="http://dl.dropbox.com/u/8680349/EFE%20Beta/FallenEnchantress0_77-2012-0
I've played 3 games all to at least 400 turns and never seen an event.
I've always thought a late game, expensive city improvement that acted like MOO2's star gates would be better than the various incarnations of teleport.
[quote who="Trojasmic" reply="2" id="3064237"]My only gripe with magic right now is that we need an autoplay (no magic) button for tactical battles. I hate watching my mana getting used up for a battle that I could win without it... and no I don't want to have to play the battle just to ensure my mana isn't used.[/quote] This would be a fantastic addition.
Or allow them to stay with their army, but they are withheld from combat for a few turns while they recover.
If a resource is in a tile connected to a city building it takes up a spot in the build queue. If it is not next to a city, it does not. Even when it does take up a slot in the build queue it is still built simultaneously with anything listed before it in the build queue, however once the resource becomes the first item in the queue all other items wait for the resource to be constructed. It's inconsistent. Seems like you mean to have the resources built r
I agree. I think there needs to be an option to make faction owned territory clearer (darker faction colors or something) when you're zoomed out. The zoomed out map is much less useful than it should be for gathering a high level strategic look at your situation.
[quote who="RooksBailey" reply="17" id="3061171"] Quoting Malleus_magician, reply 16 Tactical combat should have more tactics involved. honestly, i just set my guys up in a line and when the enemy gets close i pounce. wheres the tactics in that? i think a good idea here is to make more than just a little path for the combat map, and allow groups of the same side to join in a battle if they are adjacent to the defending party (AKA like the idea in Age of Wonder)  
[quote who="seanw3" reply="14" id="3060952"] BTW most of us are playing on normal difficulty and medium to small maps I think. That is the focus of this stage of the beta. [/quote] Was that explicitly stated somewhere by Brad or Derek? I'm here quite often and don't remember reading it. I may have missed it though. Although if it was the focus, why wouldn't it be the only available options? If it wasn't said, then it's pretty bol
[quote who="RooksBailey" reply="1" id="3061180"] quoting post Wandering monster armies seemed reluctant to attack even undefended cities. Yeah, I noticed this last night, too. A pack of monsters that were on my territory just sat there for the most part. Occasionally they would wander one square off my territory, but then they would come back again and just sit there. Good thing, too, because my capital city was completely
[quote who="seanw3" reply="66" id="3061023"]I am experiencing a 3:1 ratio of game time to reading people's posts. Nice to see the forum so alive. [/quote] Ha, that's about where I am too. I keep looking to compare my thoughts with other's feedback and to see what interesting bugs people have found.
[quote who="sweatyboatman" reply="5" id="3060996"] Quoting Mtrixis, reply 2Level a mage hero up a bit. maybe with fire magic? i haven't seen it. this game has a balance issue like WoM did in that there's little challenge and every approach works. melee just happens to scale much faster and more effectively than magic.[/quote] Maybe its not balance so much as not playing on higher AI? Or that the higher level AIs aren't completel
My high initiative, impulsive, fire archmage Sovereign disagrees with you. I wipe out 3 to 6 stacks of opposing forces with a fireball before the other side gets to move (because of the impulsive initiative bonus). Stacks of guys with 60 to 100 attack each, gone.
[quote quoting="post"] The best unit is still the one that you pile all your best stuff on. Once your best stuff starts taking up too much encumbrance, stick a horse under them. This makes your units expensive, but a stack of them is the toughest thing around, no matter what. Second issue is that champions are still not very important. Champions simply can't match the damage output of a group, and even as capitar, the gold costs are such that hiring a group of soldie
Anytime you are pathing along a road if you come upon a unit from another faction you are forced off road to go around them to get back on the road and continue on your way on the other side. This happens even if you are not at war with the faction in question. Not a huge deal but it ends up costing you a fair amount of movement points (depending on the terrain around the road) and doesn't make a whole lot of logical sense.
Any chance we'll see more filtering or control of what appears on the empire tree? It'd be nice to be able to filter so we only see what we're looking for. For instance, if I park a unit in an outpost and set him to guard, I don't want to see him anymore. He's just cluttering the list. Personally I'd like to be able to filter cities that aren't idle as well as I find it easier to find my cities through zooming and scrolling than thr
[quote who="PurplePaladin" reply="75" id="3060070"] No MP is not "right". [/quote] Clearly Brad and Derek disagree with you.
So I'm 362 turns into conquering the world with my Air & Fire Archmage Sovereign. The last few small wars I've fought I've steamrolled the opposition. They're low level hordes of soldiers didn't stand up well to my high level fireball. Of the three wars two were all out victories and one they bribed me for peace. Now, 30 or 40 turns later I notice the one that bribed me for peace, as well as the other major power who I have yet to fight have the
This is a bug I used to see in WOM too. Every so often the game will swap the colors of all the kingdom/empire borders around. Altar was red, and is still listed as red in the Faction Power screen, but suddenly the borders to their realm are yellow. My custom kingdom was dark red, now they're light blue. Gilden was yellow, now orange. Etc. Here's a save game with the issue
I'm consistently seeing this. If you give an item to a champion that is above their level the item becomes grayed out. Not only can't you equip it to them (obviously, they don't meet the level requirement) but you also can't selected or drag the item in order to trade it to another champion. The item becomes locked in place, useless, until that champion reaches the appropriate level.
Ring of Embers and of the Glacier cost 10 labor to add to a unit. Ring of Storms costs 0 labor.