The AI isn't an issue for me. After 4 years playing GalCiv2, I know the AI will outproduce me in the early game. If I survive the early game, I will catch up and move to the front during the midgame. I also know how the AI does it and am not interested in playing it's game in an effort to match it's early growth. The solution I found for GalCiv2, that seems to be working in FE, is large map - small number of opponents. Having some space between neighbors means you have time to exp
JMiddleton
Alas my heavy armor was at the other end of the map trying to clear a hoarder spider so I could establish another settlement - that job required all the muscle I could muster. It still wouldn't be enough to stop this beast but might have softened him up enough so the city defenders could deal with him. (The city has a hedge and 3 squads of Defenders - it's hard to come up with the cash to defend them better than that at this stage of the game). This is extreme but I find .91
Who says monsters don't target cities? And no, it isn't fun!
Actually I don't think the link will work. I need to email it to support.
Link to save game on SkyDrive. There are a few Gatherer Spiders left over after the main Hoarder Spider's army was defeated. Whatever troops I try to attack them with head in the opposite direction. The save game has the spiders next to a group of Defenders. Use the Defenders to attack the spiders to see the problem. Note: main battle with Hoarder Spider army was several turns ago, main battle group is about to take on another Hoarder Spider army.
The ability to analyze and adjust every detail of their empire every turn is the AI's main strength. Humans don't have the patience for this which, I'm sure, makes it a lot easier to design a challenging AI! For the human player, you need enough automation so the micro management doesn't become frustrating but, not so much that the game becomes boring. No doubt the developers will be using the Beta process to dial in the sweet spot.
I think a clear understanding of the relationship between AI and monsters is a necessity from a playability standpoint - otherwise people are going to get frustrated and quit. Many times I have discovered a nice collection of resources protected by a powerful monster and, by the time I'm strong enough to defeat that monster, the AI has built a city right next to it! I understand that the AI needs a helping hand to put up a challenge, and maybe an alliance between AI and monsters is t
Stardock servers were down once when I tried to play the game and there were network issues (i.e. I could get to some sites but not others) a couple more times over the past few weeks so it would be nice if the Beta supported cached credentials (possibly time limited) so the game is useable when the internet isn't available. I think the game is updating in the background. One example is the restoring potions - I'm now only finding them in goody huts, a couple of
I think the question should be "will 64 bit improve the game?". The mass migration to 64 bit started 3 years ago and the commercial potential from selling a superior product to the many who have 64 bit machines far outweighs the lost sales from the few who continue to languish in the 32 bit world. I think this is reflected in the poll results thus far. A far more important question from a PC developers point of view is whether it's worth while to support Windows RT on ta
Based on my 1 week of experience with the game, you can significantly reduce the damage to your champions by taking the following precautions: Always allow them to recover their hit points completely between fights. Equip them with the basic items of armor you'll collect in the early stages of the game - they need the protection more than your sovereign. Include an expendable unit like spearmen in your army. Combat resolution seems to take out the