Although it's fun, I think it's obvious why its a free game.
Heavenfall
Yes.
http://www.shacknews.com/onearticle.x/64822 [quote] Digital distribution accounted for 48% of PC games sold in the USA last year, according to a new report from market research firm The NPD Group. 21.3 million "PC Game full-game digital downloads" were purchased in the USA in 2009 while 23.5 million physical units were bought at retail during the year, according to NPD's figures. DD raked in 48% of unit sale
Aren't the guys in Halo called spartans or something?
When I mouse over a party unit, the popup HUD does not display any strategic movement for the unit. http://img249.imageshack.us/img249/7109/nomovement.png
http://img251.imageshack.us/img251/8797/elemental1279710226.jpg http://img96.imageshack.us/img96/4812/elemental1279710239.jpg http://img295.imageshack.us/img295/4563/elemental1279710245.jpg These anomalies all occured after I captured towns.
When I attack with my units in a city, ie select them all inside the city and attack something outside the city, I get very weird results. Each unit has to fight on its own, but each unit also gets the combat dialogue. So if I have a hero, a soldier and a summoned being, and I attack outside the town, I will get 3 combat dialogues. I think this was present way back in beta 2 as well. It's probably been reported many times, but it's still there, so here we are.
After capturing a level 5 town, I usually go about destroying any houses/shantys present (since the AI spends way more food than they have). However, even if I destroy every shanty in a captured town, the town will still stay level 5. Obviously, this is a poor design, since I can build all the good buildings in the town, without paying any food for it.
One of the perpetual upgrades of warfare is called advanced tracking. It has a small chance to appear, but in long games, you can easily stack beyond 10 upgrades of the researc, effectively making all your units super-superfast in strategic mode (my sovereign has had 15+ movement). I would suggest that you tone down this ability, possibly making it 10% increase for tactical instead.
I think every faction should have what the tarth faction has at the moment - a boost to the soldiers' health. I've been playing that faction mostly and the health and offense and defense (for that faction) seem quite proportional. It is not difficult at all to build units that have more defense than offense, even with lots of research into weapon upgrades. For example, http://img716.imageshack.us/img716/7192/elemental1279709093.jpg http://img341.imageshack.us/img3
I'd have to say I'm in favor of this as well... a small bonus to your capital city, maybe 1 or 2 gold per turn. Just to kick-start the first ten minutes of the game. Adventure and such should still be a huge part, and will be.
I was playing on the highest difficulty and level 9 monsters started spawning after about 10 minutes. There doesn't seem to be too many in yet, most were 6-7, but one or two were just absolute devastators with attack and defense well over the hundreds, and health to back it up.
A kingdom player can build wargs and horses for a unit. Both these types of units require the resource horse. When a kingdom player captures an empire town that has previously built a kennel, the kingdom player starts recieving warg resources. A kingdom player has no way to use warg resources.
I hope so.
A kingdom player can get access to worgs after capturing an empire town that has a kennel built. However, currently all worgs and horses cost only horses for kingdom, so the resource literally has no use whatsoever. I'm reporting it as a bug, anyway. Either it's a cool feature where you can gain access to new mounts (which means worgs should cost worgs, not horses), or its a reduntant resource (in which case the worg resource should not stockpile up).
It would be cool if they just teleported away.
The ice shard graphics should be improved, in particular the graphics on the building once it has been constructed on top of the ice shard. Other resources, once constructed, will turn the color of the faction owning it through influence. However, the ice shard has only a tiny speck of colour to display ownership and construction being completed. http://img821.imageshack.us/img821/3560/elemental1279633593.jpg</a
The one-town lesser races that are now spawning on the map at creation count towards the victory condition conquest. At no point is it reasonable that these towns will conquer a player that has already achieved that victory condition. They are utterly doomed to be destroyed or conquered. Moreover, they represent no active AI and no player, which makes their doom a chore to pursue. I suggest that the victory condition conquest counts only real AI or human players, and disregard
If a hero is occupying a town, and wishes to teleport out of the town to any friendly tile, the spell will not function. Every friendly tile will be seen as "red", ie the spell cannot be used to that location. I see no reason why any different logic should be applied in a town compared to in the field, and therefore I assume that this is a bug. If not, the spell should state so in description.
One of my units was on the edge of enemy territory (with whom I was not at war). Between the end of my turn and the beginning of my next turn, the enemy influence expanded to cover my unit, and another tile between the unit and my border. I was no longer able to move my unit anywhere, as that prompted the "do you wish to go to war with us" popup that you receive when you try to cross the influence border of an enemy you are not yet at war with. The unit effectively was stuck i
A hero that is capable of casting spells in auto-resolved battles will do so. However, the mana cost is not properly applied to the hero - in effect, all spells in auto-resolve are currently free. I assume that this is a bug, since spells in manual battles cost mana, and are applied to the hero after combat finishes.
When you disband a unit (let's assume it's not summoned) it is listed as having deserted in the "events" list to the top right of your screen. Expected result is that it's either listed as disbanded, or no event appears (player already confirmed that it should be disbanded).
Kill it with fire! Literally. Also, the screenshots aren't working.
I can build on horse herds as non-empire, but I can't build on warg farms. I think maybe horse/warg is for different factions?
http://img832.imageshack.us/img832/5082/elemental1279585253.jpg As visible in this screenshot, the health of the party is not properly displayed. It appears to be a shortened string, from "120/120" to "120..." I can only assume that this is a bug, as there is plenty of space and the "..." takes up as much place as the full string would.