I agree that monsters destroying cities early is a problem, but I disagree on the solution. Make cities easier to defend. If I have 40 people in my starting city and a pack of wolves attacks, I had better be seeing 40 (well, 30, maybe 10 are kids) people out there trying to fend off those wolves. And my militia shouldn't just have clubs if I've researched spears. Plus, I'm an awesomely powerful channeler - maybe there's a level 1 earth spell to
Poko8
[quote who="Kalin" reply="1" id="3143813"]To be fair, you're using a cheat to see everything, so you know the dangers before you go and all the stuff that's out there, there's no need to explore or keep close to your city to defend. As a result, you can't possible compare your progress to theirs. Take for example, outpost placement, if he doesn't see the other resource, then he's not going to be able to tell where that "optimal" spot would be. That isn't to say tha
I started a new game with the visibility cheat on to see how the AI was doing. By turn 61, one faction had suicided itself another had somehow lost both of its cities. The third wasn't doing too badly with 3 cities, but it was extremely far behind in pretty much everything. I still had fun - the 60-odd turns were great as I put together some small armies, leveled my heroes and sovereign, started my little kingdom in a secluded valley, and even banded my heroes together to meet
[duplicate post, sorry]
I agree completely cattess, there's far too much outpost spam. If each city could only support a certain number (population based as you said), a lot of really cool things could be done with them. Maybe they give material or grain to the main city based on where they're located, or provide research, or something interesting. It would definitely keep more of the land wilderness - and, if lairs and monsters respawned more quickly, would make a much more dangerous, i
[quote who="mqpiffle" reply="2" id="3142536"]I see Civilization as being the roots of the tree where Warfare and Magic are two trunks shooting up from those roots.[/quote] I agree completely, but I don't think that's intended or desirable. They've slowly been becoming more distinct, which is good, but have a ways to go
It's been posted several times by the developers that they're trying to make each tech tree a viable choice, with Civilization using influence, Magic using crystal, and Warfare using metal. But from my experience and from what I've read of others, everyone starts out focusing on the Civilization tree because you need a base level of gold, research, and production in order to make a viable kingdom or empire. Nearly all of t
[quote who="Kalin" reply="2" id="3140695"]It seems to me like you're intentionally neglecting your research (city build up) in order to rush your enemies, while that is a perfectly acceptable strategy, you can't really blame the game for the research problems. Take for example: You can get a 5 grain city to level 5 simply by researching that repeatable food production research near the end of the civilian tech tree a few times. But since you're neglecting that and rushing warfare,
I've finished 2 games so far, here's a listing of the bugs / balance issues I've found so far: I have to say, the improvements in Beta 3 are great! Weapons seem more unique, the first strike problem was nicely fixed, everything is heading in the right direction! Bugs / Annoyances: XP is still not balanced (but it's better). I killed 3 groups of 5 mites and got 7xp, then killed one group of 3 mites and got 3xp.&n
Why even stick with the concept of heroes waiting around on the map? Just because it's what is done now doesn't mean it has to be that way, and heroes waiting around on the map seems like a pretty silly way to recruit them to me. Aren't they doing something / going somewhere?? Maybe a level 1 hero is found in an inn, or while on a quest. Maybe one member of your spearmen squad is incredibly talented and gains hero status. Or maybe one just shows up in
Colbert30, I agree that it's because they lack personality, but that begs the question what gives them personality? I'd argue that personality comes from the player, not a paragraph or two of backstory and a handful of unique spells or abilities. In other strategy / RPG games I've played the interesting heroes were always the ones I leveled and chose the path for. I'm not against having certain heroes have unique paths and abilities (in fact, I'm all for it), b
[quote who="Cyrecok" reply="16" id="3113252"]It would be nice to be able to choose level that unit starts with. For example if you want to get unit with level x then you have to pay for additional production cost (unit production takes a few turns longer): level 1 = 0 production cost level 2 = 20 production cost level 3 = 50 production cost level 4 = 100 production cost level 5 = 200 production cost That should allow
I'm not sure it was bad luck, I started a second game that had even fewer real monsters, just a ton of bandits and mites in 1/4th of the map. The hardest thing I saw within 40 or 50 squares of my capital was an air elemental. I reverted the monster spawning code for dense back to vanilla and the monsters are back to normal. Is there something you're using that says what each field in the xml does?
Sorry, I wasn't clear - the monsters at the start weren't too much for me, they were too weak. There were nearly no powerful ones (2 bone ogres and 1 slag, that's all on half the large-sized map), just a ton of weak ones (like hordes of mites). That ruined my game because my heroes could never level. Is there an easy way I can go back to the vanilla game's monster spawning? I don't want them further from my starting location - I want more, closer, h
Haha, it definitely works. I just surrounded my level 1 sovereign with a few dozen drakes, slags, ravenous harridens, and earth elementals. Hero summons works also, very cool.
Hey - I'm partly through my first game and am really liking the base hp buff as well as a lot of the new item and building values. And the costs in the store are much much better - both buying and selling. I love the additional options on hero level-up - there's always something useful now. On the not-as-good - is there a way I can reverse the monster lair location change? I'm playing a large map with dense monsters and there are basically a horde of mites and
I like it, I'll definitely give it a try. Thanks!
I wrote a TLDR post about several balance issues and some possible solutions, here's the short version, with more detail below. I am really enjoying the game, but find that the mid- and late-game need improvements still. Issue: Units are effectively useless right from training because of low hp at level 1 Possible solution: Trained units start with xp based on what equipment they're trained with. Idiots with clubs = level 1. Knights
Just finished my first game, it's looking great! Gameplay is significantly improved, though there's still some balance to be done. The bug / crash issues I encountered were: Crashes from 0.77 that are still there: Hitting 'e' on non-heroes causes a crash [edit: saw this was fixed in 0.86, woot!] Bugs from 0.77 that are still there: Maul weapons still cau
Hi, I'm loving the game so far, here are some bugs I've encountered while playing: Crash Bug: Pressing "e" (equip) on my non-champion units causes the game to crash. Tactical: AI sometimes moves across the tactical map, stops next to someone, then doesn't attack. This isn't because a unit has a damage shield or retaliation, it just doesn't attack. Units exiting large cities often choose poor locations to star