Good to see we are on the same page here. Reporting is getting really efficient. I have started using videos to show bugs instead of walls of text. That should help too.
seanw3
Another video highlighting some issues with unit design. Video Here
The video explains the problem better, but basically the pathing is preventing me from ending turn. Saved Game Video Explanation
I decided to try a video of my problems instead of a drawn out wall of text. City Leveling
Using a bow means going Path of the Assassin. I don't see how a hero could get overpowered in magic and bows. The late game bows don't do that much damage compared to the other late game weapons and spells. They do not scale properly. For instance, in my current game I am using a custom Path of the Assassin Lady Irane. She has a Perfect Yew Longbow. It ignores most of the target's armor, but still only does 20 damage on average and I get -6 Initiative still. This bow
The equation is a little more complicated, but in the early game it does work as a straight division. In the late game, with all the tech bonuses to prestige, it levels out at .9 per city. Then you can increase it by 1 with buildings.
That needs to fixed then. Archers need to be totally blocked by good armor. The current mechanics need to be fixed.
New Battle against twisted army. Very nice visuals. Stardock should highlight this dungeon in trailers. Fallen Enchantress: Pit of Despair
Warlord: -50% labor costs for all units.
Let's get rid of that -6 Initiative penalty first. There is currently no scaling with Archery besides damage. It should be set up so that shortbows have almost no Initiative penalty and larger, more complicated bows have a lager penalty to Initiative. Hero bows need to have either much better damage or much less of an Initiative penalty. Even in the endgame where I can crit well with an Assassin bow hero, she does 25% the damage as other units. Bow heroes should be balanced agains
You lose your Prestige (city growth) by building more than one city. I agree that the AI needs work here though. Basically you have to make a choice on turn 20 or so about whether to keep one city and level in the early game, or build a few cities and grow at a snail's pace. Once you have Cooperation, you grow reasonably well, but expansion before that is a major setback to growth. I sometimes find a very good second location early in the game and am enticed to build an early game war mac
[quote]Reduce the amount of crystals, scenic views, and mines on the map. Also halve the amount of resources they produce. You get too much of them. [/quote] I have not found this to be the case. I am usually always strapped for metal and crystal at every point in the game. Many starting positions don't have access to them, so they have to expand early or conquer a rival to get them. I like having lots of resources on the map that are only taken by outposts. The AI and I can then
5. In the top right corner, where you can see what type of terrain you are pointing at, there is a map icon. Click that to see the values of all tiles you can settle on.
Grain is a long term payoff and Material is a short term payoff. It is a good balance IMO. If you are leveling a city correctly and teching in Civilization, you need food pretty constantly. Having only one city, I use up 5 grain in the early game. Keep in mind that grain gives food, which increases population. Population increases gold, research, production, and city level.
Fireball has to be used by a Fire Mage that is specifically leveled to use that spell. You need a very high Initiative to make it worth the cost and still relevant during a battle. I can cast mine in the first round with a level 7 mage.
Watching you build that tank unit was difficult to watch. You should have taken the +3 to Constitution, -1 to Dexterity; and +3 to Constitution, -1 to Strength; and +3 Defense. Constitution exponentially increases the unit's health as they level. I would also cast Aura of Vitality on your main troop training city. Nice win on the battle. Just for next time, getting the first strike would have made that battle so much easier. Hitting first means weakening their
You just have to level a certain way to use casting times well. Impulsive+special high initiative dagger+every initiative trait+Evoker III+ Fireshard=Fireball before enemy archers can move. That is a game winning button in my experience.
I have yet to use it. Does it start a war with all other factions?
This might not get read unless you put it in the support forum.
Oh, I wasn't posting here because I didn't want to ruin the story. Great story by the way.
Whoever's job it is to handle information for beta testers needs to make a post about tester objectives. Half the noobs in this forum aren't reporting their damn crashes. We also had no way of knowing that beta 2 would get crash reports from the windows solutions system. You do realize that EVERY WINDOWS USER CLICKS CANCEL BEFORE IT CAN SEND THE REPORT! I really really really don't want a repeat of WoM's launch proble
[quote who="maniakos" reply="12" id="3091488"]I also hate exclusive building choices... No matter what you build you feel penalized or cheated. Same for the building that "work better" when you're not using the queue. bad idea.[/quote] I think you are in the minority here. You must really be a glass half empty kind of guy if city specialization makes you feel cheated. [e digicons]:)[/e] The point would be that you have to choose if the
I added some new mage staves to the community content request thread. Hopefully we can fill in the blanks for the devs.
If you stay at just one city and specialize in prestige, you need lots of grain in the early game. People who expand quickly should be looking for materials. That said, +.25 Prestige per Grain would not go amiss.
I added some items for specializing in healing to the community content thread. Please add any ideas you have about items, spells, and traits there.