Tip: Don't pet a burning dog.
DsRaider
[quote]Fishing Ships, say, could establish a resource collector (even in enemy turf! civ influence has no sway on the sea!) that provides long term access to the resource. It'd have to be sufficiently rewarding that players prioritize and are willing to fight over it. Stuff like shoals of fish providing three units of foods per turn, or clambeds that provide ten gilder per turn in pearls, or something of that nature. Also have naval trade provide 20% (or twice the bonus of land trade) to gil
The AI gets a -2 diplo to you if you have all the shards I think that's it. I agree with everything you said and even posted on this same thing not long ago. However because of all the changes in 1.1 the AI basically had to be reworked from the ground up. Now that 1.1 is about to come out Frogboy can really start to work on the AI. So cut them some slack. Here's hoping for 1.2!
gasp!
[quote]Just either reduce unit costs or give a little bonus to population growth. After all, a nation which allows women to serve in the frontline has just doubled it's recruitment pool. Really it should be given to some of the Fallen factions too. Their society isn't the kind that is predisposed to having inhibitions regarding women serving on the frontline, although in some cases it's not exactly clear what differences (if any) exist between the genders (and I suspect it'd be a b
-You can now build more then one copy of a building in a city, adds a lot of depth -Combat has been reworked. Dexterity now grants chance to dodge instead of boosting armor. -Units no longer have essence. There is a global pool. Enchantments/summons now have a upkeep of 1. -Spells have also been changed. There are tons of new interesting strategic spells. -New items -Much Improved Stability and far fewer bugs. Really the community has been like "h
I have actually never won a single conquest game. I'm to lazy and the AI's never want to attack me... Mind you this is only on hard mode. Either Magic, Alliance, or Quest is how I win. Although the one time the alliance victory was just me and one ally and everyone else I killed. They really should change that. Magic Vic: -Get Shards -Devote at least one city to nothing but tech -Devote one city to nothing but Magic -Level up all your cit
We can be both crazy and right about the monsters at the same time! But seriously I have played like 7 200+ turn games, and never seen any monster tougher then a young ogre, and then usually only 1 or 2 before they just stop spawning completely. I can explore the entire map and not find anything. I usually play mid size maps with 5 comps.
OOM?
I was unaware HOMM VI existed. You will never see me on these forums again. Goodbye. Just kidding. I'm a big fan but the new HOMM looks exactly like V, which I didn't like becasue it was exactly like III. Seriously the combat has the strategic depth of Whack a Mole, and belongs back in the 80's.
[quote]Also I don't appear to be getting any late game monsters at a fairly late stage of the game when I have maxed quest tech. Does it hinge of the exploration tech or turn counter or what?[/quote] This has been an issue all beta. Frogboy mentioned that they are working on it, and that it probably has something to do with monsters reaching the max per map and then stopping spawning forever. Don't know why it's never been on the list.
The best way to fix these spells is for Teleport to only effect caster, and Call to Arms to speed up production not make it instant. Ya Armor is better but still ridiculous. It might be harder to lower though without getting in to decimal values because armor is divided into so many pieces. Get Armor tech and equip Sov then rush is the new cheese now that spell spam is gone. I believe a point in dodge only gives you a 1% bonus but a point in defense is alot more then 1%. I'm not sure
[quote who="Beakie" reply="120" id="2843635"]Thanks Frogboy.... I hope you consider a Manual release with 1.1... would make me for one happier about the release ... [/quote] I would agree but the problem is that even now the game may change a lot in the next few patches, and that's alot of work to put out something that may be outdated soon.
Glad to see your polishing up the empire tech tree.
I'm with TheJaker, most people here just don't get it. They keep demanding more of their personal pet peeves. Stability and bugs are the issue and it's good enough. They can hotfix it after if people have problems with it, which I doubt they will.
AHA first! Very Nice, honestly I never have gotten to turn 1000. Games usually end much sooner then that becasue of magic or quest victories. The AI there looks really impressive. Blues coast city is my favorite part, I have never seen such a cool looking city.
Out of pure happenstance I happened to walk into a empty tv room with spike tv on and see the live world premier of this trailer at the spike video game awards. Weird. To early to tell pretty much anything about this game, I just hope they get rid of that horrible auto unit scaling.
Ya i'm actually jealous. Save?
[quote] 15. Fixed Assassin's Strike. 17. Balanced children (which lead me to ask one of our female developers "sarah, how do you make babies?", HR complaint pending). Children's stats will be based more on the parents and children won't get free defense, attack, etc. [/quote] Does this mean children's daring strike, mana regen, channeling, and weird stats is fixed?
Since some people seem to keep repeating themselves in the vaguest terms, I will be very specific. These are the things that I think need to be fixed(not added) before the patch should be out of beta. Although you should probably just release the game in December anyway becasue 1.09e is horrible compared to the beta even with some annoying bugs. 1. The Monster bug needs fixed. 2. Children currently extremely bugged. They don't always start as channelers, and they have weird st
[quote who="Nenjin" reply="57" id="2842944"]I got to say, I'm surprised you guys have had no crashes internally in this build. This is one of the more stable builds, but no build has ever been crash free for me, ever. And I found Elemental *relatively* stable at release. If you're willing to answer, how long do you honestly give each build in terms of just straight play testing? Because I guarantee you will hit a crash if you test for a solid 2 hours. Hit end turn then screen grab while it's
I would just like to say that bugs 02,12,and 26 effect me as well. Bug 02: Ya sometimes it doesn't show me a city. Bug 12: When I put units in cities sometimes their hp is incorrectly displayed. It is way to high and it displays all the units max and current hp as the same. I have had this bug since pretty much release. I will see if i can get a save for this but I'm in exams and all my saves are now outdated so no promises. Bug 26: Might be fixed, a debug from this wa
[quote]A, because Elemental will look more polished and you will not confuse the players with different gameplay mechanics (without initiative and casting time > with initiative and casting time).[/quote] er, that isn't really on the table. Initiative was always going to be added in the first expansion, and casting time may never be added. Frogboy just said that Elemental is in lockdown and no new features will be added in 1.1. I choose B. There are a few bugs left but you
[quote who="Wintersong" reply="5" id="2842792"]The problem is that the experience starting in a coast with barely forests and starting in an area sorroudnded by forests is really different. From one point of view, it's fine because it forces us, the players, to adapt to what the game throws us to the face. But starting on a coast with barely a few trees to spawn monsters is cakewalk, while starting sorrounded by forests becomes annoying quite soon.[/quote] The solution to this is obvi