[quote who="mqpiffle" reply="2" id="3067996"]Outposts are a terrific idea that could stand to be improved upon. [/quote] I would definitely like the option to build some permanent defensive structures at an outpost. Like have a standing militia for an outpost just like a city...it would have to cost gildar per turn though I would think.
Creslin321
[quote who="Mtrixis" reply="1" id="3067979"]Cities grow far more rapidly when you have less of them - Prestige is a bonus growth value, divided equally amongst all your cities [/quote] That's good to hear, I will admit I haven't had a chance to play the game enough to grasp all the nuances. From your experience, does it seem like this is enough of a penalty for lots of cities to discourage city spamming and make the "few huge cities" strategy viable?
I just wanted to say that the idea of outposts that expand your territory is great! I always hated in Civ how I had to build or conquer a city to expand my zone of influence and get new resources. It made it exceptionally difficult to get more resources if you were trying to play the cultural game with just a few "mega cities." Outposts make that play style much more viable because your territorial borders is no longer strictly tied to your number of ci
I wanted to give my 2 cents here as someone who disliked WoM so much that he never really played it. I feel like there are a lot of folks here that liked WoM and the dynasty system...but in reality, they are probably in the minority. Most people didn't like WoM enough to even give it a chance, and I fall ingto that group. The dynasty system always sounded pretty cool to me. That said, it's also an "extra" feature that I don't think should be added u
I agree with you in princple about governers getting exp. It just doesn't make sense that your governer needs to kill 10 bears so that he can "govern" better. IMO, they should let you build some kind of academy in the city that allows your heroes to train for some kind of gildar maintenance. And then give heroes on the governer path a substantial exp bonus for training in an academy. It would be a good gildar sink, and would allow governers to raise level j
I think the simplest solution is just to not make zone of control expand with buildings (like you mentioned) and to not let troops "highway" through cities. Just make it so they have to move to the city center to garrison it. Problem solved.
[quote who="Sarudak" reply="18" id="3066617"]Well as save/load is already in the game why waste precious dev time on such a "feature"? [/quote] If it came down to having a redo button or having a better city building experience...I would say screw the redo button ;). But in reality...it's probably not that complicated to implement and it would just be a "nice thing to have."
[quote who="Zozz" reply="14" id="3066594"]I guess I don't understand why there is such resistance to this idea. It's not something I would use (in fact, I'd love to see the opposite, a complete "hardcore" version that didn't allow for any reloading), but some people might enjoy the game more if the ability to instantly replay a bad battle was available to them. I mean, if this is included on the easiest level, or is a settable option, I don't see where the harm
I haven't got a chance to play yet...and I unfortunately won't tonight, but I would be interested to know how a more "troop" oriented strategy works in 0.76. Sovereigns and champions were so overpowered with the old exp gain that I think a lot of players used them as a crutch. So I'm a bit leery about all of the outcries against this nerf. Sometimes you just need to shift your strategy... Now, if NO strategy is really viable, or if there are LESS
[quote who="Wintersong" reply="8" id="3066314"] Quoting Creslin321, reply 2 I support this suggestion. Easier than having to drop back to the menu and load a quicksave. And if there are people that like a more "hardcore" experience, then there can be a pre-game option to disable the "redo" button. It's not "Hardcore", it's "default" experience. You ask for a "softcore" experience. "Hardcore" would fall in "No saves ex
I don't think this is that important. It's a minor "simulationist" annoyance. There are many other things with the game that really should be addressed first IMO. Like lack of city specialization, overpowered champions, etc.
I support this suggestion. Easier than having to drop back to the menu and load a quicksave. And if there are people that like a more "hardcore" experience, then there can be a pre-game option to disable the "redo" button.
Here's something that can solve everyone's problems... Why not just put in a game option for a mana cap and faster mana regen from shards? If you want to play a game where mana is more "strategic" then you can play with no mana cap, and slow mana regen. If you want to play a game where you can fire spells off more often, but are limited per fight, then play with a lower mana cap and faster mana regen. This is a PC game after all :).
Good suggestions, they speak directly to one of my biggest fears about this game. Specifically that it will fall into the Heroes of Might and Magic IV (HoMM4) trap. The HoMM series always had heroes that were powerful, but never interacted directly with combat. As such, troops were extremely important and necessary. But HoMM4 changed this so that heroes could directly participate in combat and they were MAD powerful. They could decimate just about anyth
I'm not saying it can't be tweaked, but I enjoy the fundamental concepts of the mana system. 1. Mana is gained by controlling resources in the world. Love this because it ties your magical power directly to your map control. You can't just be a "one city wonder" with an uber mage. 2. Mana is shared. Love this because you can't just get 10 mage champions and nuke each battlefield. Really makes non-mana units important.</
[quote who="Goontrooper" reply="1" id="3065360"]I think there should be an element of risk. At most, maybe just a weak - medium -strong rank. [/quote] Ah thank you! Good to know. Also agree that it should be exposed a bit more :).
I noticed that whenever I go into a cave, combat immediately starts and I have no way to know what's in there without just going and fighting. This is annoying because it could be a few weak MOBs, or it could be a bunch of super strong MOBs that will wipe the floor with me. This basically forces me to save and reload just to see what's in a cave. I would really like to have a confirmation of what monsters are in the cave and whether I want to fight or leave b
[quote who="Felidae1" reply="9" id="3065281"] Quoting Alstein, reply 3 Agreed on the building everything in every city, and hearing that they want to lower the number of buildings, not sure that's a good idea- may need to do the opposite. Maybe build times need to be reduced in the later game. I really, really like the suggestion that's been mentioned elsewhere of having branching upgrade paths. Then you can decide what's im
[quote who="Dave_Genesi" reply="7" id="3065185"] quoting post 4. I didn't see a quicksave/quickload option. Definitely need this. Control-S will quicksave your game. I am not sure what the quickload key is or if there is a quickload option. Maybe Control-L? [/quote] Thanks good to know! I would also recommend it being F5 f
[quote who="Alstein" reply="3" id="3065124"]They've already said that this will be "it will be ready when it's ready" game. Agreed on the building everything in every city, and hearing that they want to lower the number of buildings, not sure that's a good idea- may need to do the opposite. Maybe build times need to be reduced in the later game. [/quote] Yeah, or they could even slow the rate of border expansion (or increase the tile
I think that making a good first impression is one of the most important things a game can do. If a game fails to make a good first impression, then many players may never even give it a chance. This is basically how WoM was for me, so I wanted to let you know about my first impression with FE. Overall : Much better! While I found WoM initially confusing, FE felt much more welcoming. Getting started was pretty easy, and the UI seemed
I think that making a good first impression is one of the most important things a game can do. If a game fails to make a good first impression, then many players may never even give it a chance. This is basically how WoM was for me, so I wanted to let you know about my first impression with FE. Overall : Much better! While I found WoM initially confusing, FE felt much more welcoming. Getting started was pretty easy, and the UI seemed