Ever try to play the game from a colorblind perspective? :p To be more constructive, to help in my scenario is to offer more than just color. Border with the faction name or when you zoom out, a solid color of what borders you currently see as well as who owns them.
i3elial
Opposite effect of mountains, you say? In the great words of Kaylun, "Just jump!" A great laugh for anyone familiar with the Test of Faith quest in WoW. Needless to say, it didn't turn out so well for him.
Now why can't we just traverse those tiles now?!
The model is there, I've fought him a once or twice out of a dozen attempts. Pretty sure it's because of the hard cap on how many units can be on the tactical battle screen. I've seen his army up to 18 units but still only ever face 7.
Just as a note, the game is in a beta and as such, should be treated as much. "This beta may contain bugs and a (its) primary focus is to obtain feedback on gameplay and the identification of issues." While it may be no fun to lose on season 1, but the same concept can be applied that it's no fun to crash on season 1 as well. *Edit Apparently, I was way late to wave the beta flag. Kud
And here I was thinking it was the difficulty setting. I assume this has been reported? I've no idea how it happend, it just did. ;) It would have made for a fun neighbor no less!
With the patch and the drastic changes to the AI, there is clearly no reason to continue this game. I did try, but running into a bug/crash several turns in would make for a less-than-stellar game, let alone story to tell. With that said, is there any interest in a repeat of Pariden? Same setup type, or a different faction? I'll likely create my own soverign just to test mechanics and, well, I like writing about my character as opposed to someone already well-
Might be abit late, but what is the poll in reference to? E:WoM? Beta2? My vote could swing a notch based on the criteria being judged.
I've been around for a while, just must have missed that. However, I wasn't specifically looking for path that leads to your destination (albeit, that would be nice too), but instead that the tile you wish to send unit(s) to is marked in some shape or form indicating which tile is selected. Reason being, when working with depth, the tiles are not perfect squares and sometimes, the tile that you like is actually the other side of the mountain.
Due to depth in terrain, occasionally I wind up sending my scout to the most undesirable places which nets them a premature death. Would be nice if the tile was marked to illustrate where the unit is heading to before it is sent; I believe Windows uses the hover function. I'd suggest highlight, but I'm colorblind and that can be a challenge unto itself for me to distinguish as well.
[quote quoting="post"] What should we do about that? What should they do to stop me? Here’s the data we have to work with: It knows I’m the aggressor It knows what turn it is It knows whether I’m a Kingdom or Empire It knows my power rating. What sort of evil should we inject into the function above? [/quote] If the power rating is accurate, then it should do one of a few things initially. If the threshold is even
Another concept to explore is to not allow the player to build any of the buildings but allow the city and its resources therein dictate what it should build. Realistically, why would a merchant setup shop where there is no gold to be had, for instance. Mind you, this isn't something I think is ideal, but worth mentioning nonetheless. <span st
Diversity. I think Kalin was spot on on how the game should evolve with the "A" being the foundation of your kingdom/empire. In this phase, though, I think a lot of diversity should be added to define each faction. Campaigns and stories are great for painting the picture that depicts the personification of the faction. Faction-unique units, technology trees, resources, and even AI algorithms. Just as an example, the kingdoms have refugee camps that produce extra populat
Why is the elven faction using all the Altar-related buildings and techs? Not nit-picking, but curious why so much work would be put in to identify a new faction and then subject it to an already-designed tree. Things like faction-specific resources, buildings and even quests could really spark the whole community project into different branches. Dark elves, anyone? Or even Raven's bone-chilling skeletons/undead faction.
Adding to the discussion--how about the implementations of parties/armies+? I am a little confused on how these are to be incorporated properly via physical properties; for instance, if one soldier takes up one tile, then how is it that additional soldiers cover the same amount of ground? via hex tiles, that is. Currently, a single object can be attacked from 8 sides. Would it be easier to implement a larger object that has additional tiles to be attacked from and remov
Out of curiosity, have you tried setting the actual rations to 1 and 0 to see if it has any affect? I don't have the game /code n front of me to test, but it may only allow one variable to pass.
Increase the initial output of each neutral faction tier one building and allow them to compete with major factions but only as a one city wonder--disallowing them to create additional pioneers. If the buildings are based off either the kingdom's or empire's building mechanics, then increasing the bonuses substantially for when the city upgrades into the next level could be a likely work around. Having their unique resource only be available through trade would also inc
For colorblind folks, is there any chance in changing the appearance of what tiles can and can not be placed on (Once the city is founded, of course)? Perhaps strike through, an outline, or something similar would be greatly appreciated. I'm sure similar issues may arise as well where color related difficulties could be addressed. Thanks.
I am probably old-fashioned, but turn based per faction is much more suitable for me for a few reasons. 1: If there is no pressure on how to develop your grand strategy, then error is less likely to creep up. 2: With simultaneous turns, it can begin to be a 'wait for your opponent to make a mistake' to capitalize. Albeit by having an ungarrisoned fortress or after a badly played encounter. 3: Map, technology, and events will always play a factor in a gam