Bugs need to go into the FE Support subforum and each bug needs its own post. Otherwise the list may be lost to time. Good bugs though! [e digicons]:thumbsup:[/e]
seanw3
There are very few places where you can build cities now. You really need to scout well in the first 60 turns or so, else be left in the dust. Getting a scout and a pioneer out early is the only way to compete. If monsters are getting in the way, play as Tarth or switch the difficulty down to Easy until you get an idea of how the new mechanics work for monsters. Also might want to try a Temperate map as they have more places that are possible to settle.
Save. Quit the game. Open the game. Continue to play. This will work if, like me, you are running out of memory and causing a stall. I am running the old 32bit OS so it is of no surprise.
If the pace feels too slow, perhaps playing on Fast would be good for you. Increasing movement would unbalance so many factors, it is probably a non-starter with the devs. I like the movement pace. For me, on normal, all pace is really quite good. The early game, it should be noted is an RPG more than TBS. They certainly have not struck the perfect balance of how that should play out, but this new version plays much better than anything else we have seen. I play on all normal fa
I would agree that with the new mechanics, building a city from scratch is penalty enough. The raze mechanic is from Beta 3. It could use some refinement I suppose. Razing might be better as an intended action to negate the possibility of settling. Another option, unsettle, could be added to allow replacement of a bad settlement. They are really two very different things.
I was more pissed when the Nicaraguans stole the name for their little coup. The nerve of some people! [e digicons]X|[/e]
You get a permanent penalty to Unrest in any captured city. Razing the city would be a way to cheat that. So the razing feature prevents this strategy. Not perfect, but there is a spell to restore razed lands.
+2 XP from completing something in the queue would seem a fair deal. Split that between all heroes in the city as per usual. So a governor can still get a level in say 100 turns, but stacking heroes in a production city will not work well.
I like the idea of pioneers being twice as expensive until you research a second tier civilization tech that reduces production cost by 50%. Force an expansionist to miss out on early warfare and hero techs. I have noticed that Magnar's slaves are potentially overpowered early on. A slave with a spear, leather and some traits is cheap, effective and devastating in large numbers. The faction should take a hit to growth from not having any growth improvements, but I n
AI logic on armies is better. I need to play on ridiculous a few more times to make a fair comparison. On the surface I would say the AI has better unit designs and uses its units more effectively. It is far from perfect, but a significant step forward. Generally smart, but specifically stupid is a good description.
I don't think there is a single thing you said that I agree with. I do want to comment about starting position. The balance has been changed so that the lesser combinations are more competitive than before. The new minimum good start is a 4/2/1. This is because essence can add +5 Production and then later +1 Grain, making it a 5/2. Anything better than that and you are cheating by regenerating the map. This is also because the Production per Materials has been changed and Population no lo
After seeing the new system, how would you change this idea?
I built one improvement before looking for the manual button. I gave it a chance and then I gave it a toss. I am worried this gives an unfair advantage to the human since the AI is obviously using auto-placement. I would take away the manual option and update the placement AI to strive towards rivers and forests.
Yes please. All games on Steam.
Great work, another excellent beta leap! The AI still has trouble keeping up with little old me on ridiculous, but maybe that is because I don't let them haven any outposts. Nice of them to build those for me. [e digicons]*_*[/e]
One thing: The value you see in a tile is actually the game adding up all the tiles in a radius of one and adding it to that tile. So if you see a 4/2/1, it is getting that number from 9 tiles and you are looking at the total. Otherwise you are correct. Your zone of control needs to expand. That is the overall goal. Resources within that ZoC can be exploited by building on them. The building process adds to the city queue. So, the initial decision of where to settle is very important,
Do you have internet access? Need that to play the beta, but not the final release. If that doesn't work, try e-mailing [email protected]. They should be able to help.
Beta 4 is here. Go for it!
FE Support is where you want to post these. Sending it to that e-mail is also good though.
Super Mario Bros.
Reinstall works 50% of the time, every time. [e digicons];)[/e]
I went complete reinstall from SDC and it worked on the second download.
Has anyone gotten it to install?
FYI, the beta 4 looks to have some decent city defense. I am rather pissed I have to change my Ivory Towers mod to include all the wonderful changes.
If the install is corrupted, just download it again. The downloads from Stardock Central are more reliable. If you don't have the Stardock Central download manager, get it.