no i'm not suggesting it anytihn i'm simply stating what does happen when you clear out the monsters. In my current game, the middle of the map had most of the monsters, there gone and now there is half a dozen diffent coloured boxes representing the different a.i. players outposts and occasional city. the colours are constantly changing now that there's all out war (by my instigation). IF the monsters patrolled more effectively but in tighter areas, (except for the
dalekdan
I think you're all forgetting something -- and i'm not opposed to restricting city-spam -- Shards (and other wild recourses too) - specifically getting enough of them to compete magically (or economically or even militarily(metal) (when the A.I. becomes a magic slinging god like the player), and keeping them. Both difficult or tedius projects when a: you have no nearby city to produce guards to protect them and b: your one or two big cities can't produce units because they are bui
The unit que idea could've been attached to say a barracks. No barrack = units wait till buildings completed, with barracks = units and buildings trained side by side. Not disbelieving anybody perse, i'm only a recent arrival and as such is still seems like a good idea - perhaps a more detailed reason why it removed opportunity cost, or why that phrase is so important. The game would be significantly better if some of the monsters favored champions, player and a.i. alike
But that same combo is many times more effective on a light-plate Armour wearing group of ironeers armed with kite shields and the same hammer. Many many times more effective both in battle and in auto-resolve. The upkeep was just an idea to make it a more viable alternative to a much much better not at all special unit. Seriously 5 soldiers equipped with hammer of lightning, with the +1 per level becomes 5x more damage, and yes each individual has less HP and armour than the golem but togeth
Um yeah it is fun.... i used pub as an exmaple - (they could just change season to month) (but it would still seem slow) - there a bigger and better and latter tech buildings that all require and increasing number of turns -- this isn't what i propose to change, but basic small buildings, should take one or two, 3 at most turns. IT is seriously quite tedious waiting so long to get something that has such a small benift. I've played turnbased strat games where buildings take one turn,
I have no problem as long as it takes less time to get one really huge city. My concern is simply the pace of the game slipping further. They have said someting about adjusting city building so we'll just have to see. I personalyl want to see some buildings be constructed in a single turn, inns, pubs -- the little buildings... a season is ample time to build a pub even in the middle ages or a post apocolyptic world. What would you say to the idea of settlers/pioneers increasing city growt
that is good to know, when i go for the final push, tricked them into an all out war against everyone and victory is pretty much assured anyway >) sad that of the two units i named hammer of gilden, the human version is just so much better... they do look cool though.
Nearly done and dusted with my first game, playing as Gilden. A rash of good luck has benefited me, and the only real super power is (oddly) Resolin, with Tarth and Magnar falling behind. So with a ton of earth and life nodes, not to mention pletiful iron, crystal and prestige, i've been able to really see how the game is at my own pace. Just researched golems -- been wanting these since i read about them...and i have to admit i'm rather disappointed. They have a steep price to produc
Unless they speed up the progression, production and output of cities then what your talking about isn't as great as you think -> the game will crawl. Seriously 20 turns or something for the most basic tech (civics), ok build a scholar, 23 turns to complete. reserch now takes .... 18 turns oooooh (scratch that - you need civics first :( ). Pioneer spam might not be pretty but at least if you get a number of cities up your economy affords you more, well recourses, units, money, researhc
ok this is the problem, cloth-map only shows the outer edge of the terrain, with the rest of the world rendered as large blank black space. I don't know if its a bug, my video card (ati raideon 5700 series), my drivers or what. I've tried changing a couple of ingame options, lighting, shadows, cloth map texture size to no effect. Ideas anyone? btw: using the most current drivers and fallen enchantress beta version.