I think it would be bad the for the AI to mess with resources. There should be some really great items you can buy in Act II and III that will cost huge amounts of resources. That way you and the AI can keep using resources in the mid to late game. This is how they are handling mana and gold, why not everything else?
seanw3
You could argue that a high initiative would mean more movement, which would spread the poison faster. When I allegedly poison someone, I try to get them riled up right afterwards.
Galciv let us do this. I am glad it will make an appearance in FE.
Derek has to make the change though. Frogboy just complained about the issue.
I scorch the earth to prevent them from healing when I use my city to do so. I am assuming this force is smart enough to do so. I am also assuming that in this scenario I have weaker or less units. Letting those cities survive would also mean those heroes you mentioned could come back to the fight in the final stage when I let the mountain down. I plan on assassinating most of their heroes and sending them all the way back to Capitarland. We Tarth will have levels more experience from this de
Good points. Unfortunately, to answer your question, there is no real cost to choosing Initiative. Most of the testers agree that it needs to scale up slower than it does. It also needs to have some significant opportunity cost. Mounted Archers that kite are a big problem. In the early game not so much, but by the time they get longbows or yew longbows they really start to make fights lopsided. You can't poison a person if they can break contact or never come n
I happen to be an expert at stopping a large force from attacking my territory. I will build outposts between my cities and theirs. Those outpost will only serve to allow me to cast strategic spells as they move in on me. I doubt your AI will be able to make decisions about whether or not to stop their armies and wait for Tremors to wear off. If they leave units behind I can pick them off with my mounted armies. If they wait and only move forward after the spell
They are currently making some really powerful spells that take upwards of 500 mana. You will never need a cap.
Good decision. I haven't bought a game from a store in years. How quickly will you release these games on Steam? I only buy from your site, but I also want it to do well in the larger market.
How about 12:00AM GMT?
Just make sure beta 2 has that AI. I am tired of killing retarded people. You can make the UI changes for beta 3.
I still have a few loopholes I never reported. Just for this kind of situation.
The Japanese feudal system is a unique concept.
They probably won't respond. This is a thread just for culling ideas. Anything they do take will not even be commented on until it is already in the game. But at least they are reading it. Also, keep in mind that only Derek's okay will push a game mechanic into implementation. I think many good ideas are probably being saved for the expansion. (edit) oh snap I got jumped by a dev post!
I can tell you right now I only plan on playing as commander. I need to start a clan pronto.
You must really enjoy making us crazy over the next two days. As far as the AI goes... CHALLENGE ACCEPTED [e digicons]:d[/e]
I refer to all EA executives as "THE GREAT SATAN" as referred to by Islam.
Oh frak that! Since when do hoarder spiders have Mass Daze? [e digicons]8O[/e]
Whatever the currency, if the costs are not balanced, items will either be sold to gain too many resources, or bought in mass numbers due to low costs. Derek might need to head over to the accountant department of Stardock to get this ironed out.
[quote who="rwemack" reply="150" id="3087630"]This is an interesting point though, but I'm a bit hesitant to speculate what the devs have in mind regarding fun, but adding alternate win conditions should speed up combat. If one side wants to run around in circles taking advantage of their increased speed, the other side should have a counter for it. By having a control point mechanism, you can either force them to do battle or they have to withdraw from the fight.[/quote]
There are hundred of little events like this that could reshape the diplomatic landscape. I always play with at least the standard 8 factions. Basically any historical event can be reshaped to add some flavor to the game. Might want to start with medieval history though.
That could be an interesting political message by Stardock: Pariden's Tower of Dominion was destroyed by terrorists from Kraxis. Pariden responds by immediately attacking Kraxis. Then Umber for good measure. Vega had to be stopped. Suddenly Pariden has a justification to go to war with every Empire faction. Anyone that doesn't join them are cowards. "Fool me once... can't get fooled again." -Lady Procipinee Best they stay away from curr
Really there should be two sets of currency. One for city objects and one for hero objects. They will be too hard to balance otherwise.
Looks like my cup of tea. I would be wary of this concept though. C&C4 claimed the same basic concept and then was mutated by the great satan into a worthless POS. I hope this one is great though.
The battles in this game are skirmishes. We are not fighting over landmarks, we are fighting to the death. These battles are not over forts and strategically defensive positions. They are in the wilds. There is no point where securing an area would cause the enemy to retreat. It is win or die. The objective thing you mention makes up only a small part of the type of warfare one would experience in the environment this game presents to us. The goal of combat, as stated by the devs, is