[quote who="Yazari" reply="5" id="3146804"]I tested to see if slags will also attack player cities at a similarly slow pace. I have tried multiple times to plant a city next to a slag and it always gets attacked the very next turn in my tests, so I am thinking that the threat a slag poses to a player city is ultra-high (this is stating the obvious, but, I wanted to be scientific about it). I wonder if the monster AI is bugged and the passive behavior we see towards t
Yazari
I tested to see if slags will also attack player cities at a similarly slow pace. I have tried multiple times to plant a city next to a slag and it always gets attacked the very next turn in my tests, so I am thinking that the threat a slag poses to a player city is ultra-high (this is stating the obvious, but, I wanted to be scientific about it). I wonder if the monster AI is bugged and the passive behavior we see towards the AI player is supposed to be the universal e
[quote who="mqpiffle" reply="1" id="3146705"]May the AI is set such that slags won't attack cities?[/quote] I think that is the case as Brad mentions coding the AI to consider that: http://www.octopusoverlords.com/forum/viewtopic.php?f=2&t=80742&start=200#p1850432 [code="xml"]Also, the AI definitely plays by the same rules as humans do. Keeping pioneers
Keith, My opinions are in-line with what Naaarf stated. In arguing in favor of your design theory; you have asked others to review board games and consider the design. This seems a bit pretentious to me and it appears your coming from a position that assumes that if others were more intelligent or knew more, that they would agree with your sensibilities. I would ask you to consider just how well the following games adhered to your design sensibilities:
[quote who="Greyclouds40" reply="90" id="3145930"]I think that Yazari nicely illustrated the value of pioneer-spamming. He used them as meat-shields, scouts and (naturally) city founders. Because they are wage-less, they fit all of those roles very handily. Very well-played! In order to combat this, perhaps a unit limit for pioneers should be in place? A faction can only have one or two pioneers on the field at one time? Also, I am wondering if outposts need an ov
[quote who="Limboldt" reply="79" id="3145797"]How do I attach save-games? [/quote] I recommend using Drop Box [ https://www.dropbox.com/home ] as a way to share files. I was unable to find an upload option in the forum software and doubt it exists.
[quote who="Limboldt" reply="82" id="3145877"]Yazari, where have all the monsters gone in your game, like dragons, Death Demons and that stuff? Do you play on monster-setting "Dense"? My problems with my hard-games were the rare places where I could settle and a lot more strong monsters standing or walking around these places, most of the time one of my early settlements was destroyed by one of these monsters, an umberdroth ran into it using my street. [/quote]
[quote who="Tattyhat" reply="81" id="3145867"]You don't think they have the difficulty setting screwed do you? The beginner is challenging and challenging the beginner.[/quote] The difficulty settings seem to work as intended. The harder difficulties definitely boost the AI's resources and experience. The greatest challenge I can find comes from the random monster spawns and their aggression level. I LOVE IT, but, I think this is the reason for the
Fallen Enchantress is looking to become everything I wanted from E:WoM. I really love the direction this project is taking. I am enjoying watching the AI take shape and am hopeful that we will see it become capable of holding its own in the release version. 1. General feedback on if you felt the monsters were a threat (were they to strong, to weak, or about right). I have no complaints about the
I entirely agree that there is a balance issue where a first strike is vastly more important than it should be... However, I lean towards thinking that adding in a lower entry point for ranged unit(s) would help strike a balance as the team with the LEAST ability to do ranged damage would be forced to make the first move (would put the AI and player on more equal footing). Imagine that the AI fielded archers/rock/spear throwing skirmishers in their army and had more of these than the pla
[quote who="mqpiffle" reply="4" id="3094335"]Yes that's all fine and dandy but the point the OP is trying to make is that you don't know that in-game, in real time, as it's happening. Do you really want to have to alt-tab out of the game and open an XML file to figure out what an effect does?[/quote] oh - I agree 100% with the OP and was not trying to suggest anyone review that file by hand... I just figured someone may read this thread and want to know what the spel
The file corespells.xml indicates that it stuns all enemies for 3 turns unless they resist. "Stun" being defined as "losing your next x number of turns"
I completely agree with your line of reasoning. I find it quite odd that the fast units will have already had their extra movement points subtracted when they depart from a slow army (even prior to the army moving). In my opinion, it would be more intuitive to allow fast units to depart from a slow army without such a penalty.
I'm repeating myself now, and I think Ive answered every common point that keeps coming up, so that's it for me. I made my pitch. Just something to consider. Thank you everyone for your replies, and please continue to eviscerate me, because debate is always worthwhile, even if the knucklehead OP has said something really silly. I just hope some of you could maybe think outside the box a little more on this issue, and more soberly weigh what you're r
I like the current speed difference in units as it allows for the possibility of additional tactical considerations such as the following: Do I pay more for a trait to boost the speed of my armies? Do I pay more for horses for my troops? Do I sacrifice armor/weapons/traits to accommodate the aforementioned speed boost? Do I have my champions run a different route (with additional objectives) and meet up with a slow army later? Do I use an
I had that issue with the .86 installer and in my case; the solution was to temporarily disable my firewall, IDS and antivirus. YMMV though - I just figured I would share my personal experience as it is not unheard of for security products to cause such issues and I did not see that possibility mentioned. Note: I did not report this issue as I am quite confident the issue I had was related to the version/instance of my firewall, antivirus or IDS an
######## ISSUE ######## Upon completing the quest "Rats In The Ruins", you are presented with the following three options: 300 GOLD Doom Club +20 Diplomatic Capital Choosing anything other than "300 GOLD" results in the game presenting the reward dialog again (and again... and again...). Choosing 300 GOLD closes the dialog out until the start of the next turn at which point the reward dialog option is prese