[quote who="joasoze" reply="2" id="3107631"]High level units should be hard to come by. Choose Dense monster population for your next game. Your champions will be high level or dead pretty fast [/quote] more like terribly crippled :D
DarkGaldred
[quote who="enoeraew37" reply="2" id="3107583"]I agree with all your points though I think the tech tree is pretty good for a beta. Yes the art/science of quality sword craft needs to be rediscovered by the surviving metal smiths. [/quote] It would be ok if we had to rediscover masterwork or quality items, but we have to rediscover peasant levy grade pointy sticks and cowhide leather armor... That does not really qualify for quality craft. I'd rather have basic
So, I confess that it's pretty hard to get excited about FE. The game suffers from the same trouble elemental did: it's boring. Every game I start, aside from happening on a random map, is pretty much the same.This is a pretty stark difference from GalCiv, which always feels fresh and exciting.Troubles:All the races are the same. They look the same, but even worse, they play the same. Indeed, I completely agree with this
Another problem with faction differentiation is that it was said most of it would come from the tech tree. But it is hardly the case : most games, everyone fight with about the same techs, as most of the fighting that matters happens between shortbowmen and spearmen. There is very little room for differenciation there either, especially when we even have to go through the most boring of all trees, the civic tree, to research any advenced item in warfare (and we have to go to the semi boring m
Now, on to the gameplay issues : The main problem I have currently is that the nation vs nation wars are a bit dull. The funny part is mostly exploring and reclaiming the land, and battling the varied NPC monsters that each have their specific abilities . Battling other nations is always the same : everyone has armies that behave the same (giving some of the warhammers, and other spears <s
I'd rather have graphical assets devoted towards more summoned/allied creatures than specific buildings for each nation. If you can do both, it would be even better, but the complete lack of anything interesting to summon is a great problem at the moment. I think faction differentiation could be achieved with a much cheaper approach (like large bonus/malus in a few areas, and some specific traits). Having a few buildings and weapons reserved for each faction is cool, I just hope y
Bugs I encountered many bugs and issues during my playthrough : - The game kept crashing on me when I loaded several times in a row - Removing an improvement from a city is cumbersome, and not always possible. either remove all cost associated with maintaining improvements, or make it so we can always raze them (and populate the city with houses so th
I am finishing my first playthrough on ridiculous level in .86, settings are standard, with high monster density and fast technologies. Sovereign picks are as follow : Nation :
What impact would alignment have on gameplay? I'm not too fond of DnD alignments and Elemental does not plays like a struggle between good and evil. I'd rather have a few strong traits (and about 10 starting technologies) defining each faction than a lot of small assets.
How do you enter the area inside the mountain range in Albeix quest? It seems to be forever closed (I left the area after I scouted it, maybe the area is blocked because of it).
I will definitely try this after I finish my current game. Most of these changes sound spot on. Thanks!
Do you get automated crash reports fro me? I am playing a large map ATM, but it is only turn 150 or so, and the game is nearly over (only 3 nations left, and I have wiped out the armies of one of them). The end turn wait time seems ok to me, but I get many crashes (when saving, especially if I had done several reloading before). I don't think any occured only for pressing end turn.
I agree with most of that : We need spells to be more varied (especially summons), and work better with/against each other (no counter spell, no dispell, the only way to affect someone else is to cast feedback). Dominions 3 is much better in this department. Tactical battles are bland and not very interesting, except when they happen against a boss : Units need to have many more passive abilities (I am not too fon
[quote who="seanw3" reply="87" id="3104464"] That is an assumption. The AI in my modded game is already able to equal me in research and economy. The ones that I have comprehensive unit designs even challenge me in battle. I can still win, but the advantages are things that are very possible for the AI to learn. Have you ever played GalCiv2:TA? It had the best AI I have ever seen. I still lose sometimes to that AI after I modded out all the cheese. I still have nightmar
[quote who="UmbralAngel" reply="84" id="3104429"]I guess it depends why you want to play multiplayer. Usually the main reason is that the AI plays differently or isn't challenging enough. If Stardock does a good job making an AI that learns from humans and imitates their play style... you can have fun with just singleplayer. [/quote] But it cannot. AI cannot even beat humans at go, and it is a much simpler game. There are way too many variables in this ga
Indeed, what is not fine is archers being allowed to move and shoot, or disengage from melee and shoot, without penalty. If the map were bigger, that would make archers even worse...
The problem of having a sov specialized in buffing other is that there are no other to buff at the beginning, as we can only build groups of 3 clubmen...
[quote who="feelotraveller" reply="13" id="3102898"] I would prefer reduced damage and shard bonus instead of multi-turn spell casting. [/quote] Same there, especially since if the computer opponents were not brain dead, they would never let more than 2 of their units be targeted by a fireball.
Just remove city improvements placement, please, and let us see a view of the city with its improvements in another screen, like in HOMM, please. Having to place buildings is just cumbersome, has cheesy side effects, and zero interesting gameplay effects. Having it in the game just because it is coded does not make any sense. Otherwise, we should have spaceships by the same logic, because the code for them already exists in GalCiv 2.
[quote who="Alfdaur" reply="7" id="3102480"]I always play on sparse. I never have any problems with getting metal or crystals diplomatic capital. But except these "important" resources, I hardly find anything. [/quote] I have yet to find any of these, in like 3 playthrough with default settings, large map.
It would be better to have a button showing all settlement spots already explored with the material and food value, even when you don't have a pioneer selected (so that you know wether it is worth building one now).
They can still have different options : Some spells could use Magic resistance instead of armor to protect against them, some could be armor piercing, and one could be a good direct damage spell, and some could blast ennemies and allies alike. But I somewhat agree that currently, the spells that do not deal damage are more of an issue (most of them are worthless, the summons lack variety, and being limited to 1 is not good at all. There is a lack of army buffing
I just don't see the point of this feature. It doesn't make any sense at all (I have yet to see any snake shaped city irl), creates user fatigue for little benefit, and produces cheesy gamey effects (like army teleportation, mines in city walls...). It is especially bothersome when you try to raze improvements, which happens a lot after you conquer computer cities, as the AI seems to fail to understand why building everything is a bad idea (although I can relate to that, it is horribl
[quote who="seanw3" reply="92" id="3099976"]Another thing about the video version of the game. It looks like you are still working with high wage costs for gear on units. I set my gear costs to very low and made unit size the determining factor for costs. Making good units requires so much of an investment already, no need to add high wages. [/quote] I think one of the current problem is that wages are more or less proportional to production cost : if wages were eq
[quote who="joasoze" reply="3" id="3100035"]Its a very tough decision in early game, and I like it. Go for mining to get the iron going, or go for weapons to kill more monsters early. Me likes[/quote] It doesn't really add to decision making : if you had more buildings and more options to outfit troops, we would still have the same technology choices (what to research next, things to make my cities grow faster, or big improvements to my pointy spears?), but we would