There is ALWAYS a metal shortage in the game, its by design! The AI has never handled it right. It needs to save up and build the good stuff, instead of wasting it all on mediocre units.
Heavenfall
Here's two videos that give you a pretty fair insight into how it plays. http://www.rockpapershotgun.com/2011/09/05/the-jet-set-dragon-commander-videos/ Looks very interesting to me.
I think we're discussing such flexible variables here that words just don't cut it. Obviously we agree that there should be some adaptability, but on the other hand we also want flavour. We need to come up with concrete examples of how much the AI should adapt, and how much they should stay the path, otherwise we will just get nowhere. For example, an AI produces 100 units. 20 are adapted to suit the enemy they are at war with and wish to destroy soonest, 20 are decided by the path ch
I don't want path dependent AI, this is a horrible idea. I want an AI that adapts to what I build, so that he can defeat me better. If I build archers, he should be building mounted heavy knights. If I spam spear units, he should be using AOE magic. Personality is one thing, being locked into a strategy that the user can EASILY exploit is another.
My hopes are mainly for modding, that they allow a certain flexibility in the xml so that we can come up with interesting ways to combine them.
I haven't seen any problems with them.
If you guys haven't checked it out, you should get this mod which adds a whole bunch of new mounts with special stats to the game through goodiehuts and dungeon-quests. This mod adds them just for customizing units and champions, in that mod they all cost 100 gildar with no extra stats so it's purely superficial. Those have about 55 different mounts, some re-skin
I'm getting an issue with automoving units. For example, I set a unit to move across my kingdom which will take 10 turns. It only actually moves every 2nd turn, so the trip takes 20 turns instead.
It is an issue because I can't click the train button unless I have materials for 4, even if it just costs for 1. The bug remains in 1.39 beta, as do the rest of these bugs.
I loved it for a playthrough, but I don't think there's much game in it after that.
I think people need to calm down about 1.4 and 1.5. If frogboy is alone on it... it will be polish, and that's hardly frogboy's expertise jugding by 1.3. If he says there's a weapon re-balance that probably means a few weapons and a few armorpieces.
In their coreraceconfigs [quote] 50 [/quote]
I'm guessing this probably shares art assets with the tower defense game they have going on. I don't think it's likely that two games would be coming out from the same devs, in the same world, at nearly the same time.
In the UI you can see what city is the capital city in the ledger for the city. http://snag.gy/OuKZy.jpg (this only appears for cities that are built capital cities, not cities that become capital cities from transfers) If you mean the graphical representation of the city, then no, it looks the same. It could look different in a mod.
I don't have facebook, so I can't do the quiz. But if you were to ask me what villain in doctor who I most identify with, I would say it's the bad guys in the "vampires of venice" episode. But probably not for the reasons you think. All they wanted was a place for their kind to survive, they weren't asking for much. So what if you need to get there crushing skulls under your feet. [quote][spoiler]DOCTOR: I told you, you can't go back and change time. You mourn but
The only distinction in 1.3 is a bug in kingdom capital vs following cities, the kingdom capital city starts with 50 open tiles and the following cities don't. The capital city is the first one you found. If you lose your first city and you have no other cities, the capital city may be rebuilt. Otherwise the capital city title is transferred to your next town on the towns list, but it does not change the town in any way even if you mod capital cities to be different from normal cities.</p
Yes. This is an example of turning the empire archivist into infinitely repeatable [quote] true [/quote] and this is an example of turning the number of repeatable buildings you can build in the capital city of empires, at level 2 only, into 4 instead of 2. [quote] &nbs
[quote]6. Make AI perform better with magic in battles. Sorry on this one, this is going to be tough to do in WOM as well as it should. The code is good (kudos to the Stardockians who wrote it) but I'd need a lot of APIs written to make the AI do better in tactical battles and all the coders are on FE. So I can improve it quite a bit but I'm not going to rewrite it.[/quote] This is surprising to me, as the AI never use spells in tactical combat.
Those things work, but I just want to add another perspective which is that of magic as a world resource. Many fantasy worlds feature magic as a background radiation thing, which is constantly drawn from surroundings. In some worlds, it can be drained from an area rendering it magic-less, and in other worlds wizards and witches themselves become "spent" on casting magic spells. They must then spend some time to regain that power, and it can be sped up or slowed down by different circumstances
Try shift-rightclicking elemental in impulse, and select verify installation. It will run for a while. If it says update needed after that, run it.
I like it better than essence, for sure. It's great to have another global resource to play with, it gives a lot of strategic weight to the game. I expect the magic system in FE will be a lot better balanced, and a lot more accessible (I think the spell research has been completely removed?). There should be plenty of room for individuality amongst spellcasters with traits and specific schools for them.
They should be on Steam as well . I respect that they lose 30% profits while selling on steam, that's a big chunk of something they can do for free or get for free from impulse. And there's the anti-competitive nature of steam - every bit as bad as Gamestop's gaffe, and probably worse. But being on steam should help them reach more customers that didn't bother before. The time for marketplace-unique game releases is quickly passing, in my opinion. In reality it's l
I prefer tetrahedons myself. Why limit ourselves?
[quote] Made unit training time be effected by population:[/quote] I like where it's going, but be careful so the player can't reach 0.00 training multiplier through buildings, ie instant training for units. Instead of reducing some improvements to 1 turn, how about something similar like what you did with training for building improvements? Ie larger cities build improvements faster.