I think playing any 4x game to win is doing it wrong. Personally i like to roleplay a bit, really get into the story I'm creating within the game. I tend to quickly lose interest if the story gets boring and i'm steamrolling all my opponents. I play lots of games, and the ones where "playing to win" is the only real option get played once and quickly forgotten Games that can be played for the experience, however, like CivIV, Mount and Blade: Warband, Skyrim, Sins
brass1983
hmm, city snaking was probably my least favorite part of WoM. hunting for heroes wasn't far behind. So looks like i'm in for a treat! my main concern was how "finished" the beta is currently. Is there a lot of content still in the pipe? I spoiled Fallen Enchantress for myself by trying it too early in the beta. I'm not much of a tester, i do too much troubleshooting at work to enjoy it in my free time, but if a beta is in a near-finished state it can still b
I just realized I have access to the LE beta from my original War of Magic preorder way back in the way-back. I played Fallen Enchantress a bit, but never got hooked. My question is this: should I give the LE beta a go, or wait till the release proper?
windowed mode works great, but since beta 3 I can no longer get my cursor to stay bound to the monitor i'm playing on. (I have 2). In WoM there was eventually an option to "Bind mouse to screen" and in Beta 2 I could get it to work by alt tabbing in, out, and saying a little prayer before tabbing back in.
I'm not sure I'd want them to be able to move while invisible, that really takes it to another level. I was just thinking about them being able to hide on a single tile, and wait for enemies to come in range. that alone would be fairly balancing. I think when you introduce true mobile invisibility, you really make balance a problem. Being able to hide on a tile can be useful, and devastating if your enemy falls for the trap, but I don't think it would be too powerfu
[quote who="Aerion Istari" reply="1" id="3136575"]What would the defense of Ambush be? What criteria determines a successful ambush? What are the penalties if the ambush fails or the benefits if it succeeds?[/quote] benefits are as described above. if the ambush fails then combat would proceed as normal. My main thinking is to give Tarth a way to keep using their smaller bands effectively as the game goes on. 3 unit armies just don't cut i
I had the same problem. Additionally, killing the frost giant thing doesn't seem to end the quest and clear the territory for settlement.
Greetings, I'v been playing a lot of FE since beta 3 came out. the game is improving by leaps and bounds. I'm sure Stardock has plans in abundance for faction differentiation, so I hope it isn't too presumptuous to suggest a (maybe?) new one. I had the thought that it could be fun, and fit in with what I understand about Tarth lore, if they had the ability to set ambushes so as to leverage their bows and smaller parties to greatest advantage. her
I did not know this. I am going to go name everything "Steve".
[quote who="DariasDruss" reply="16" id="2752611"]I would like it to be just like Civ or MOM. None of this silly sim-city like placing. If you have the resources in the city than you can build if not than you don't. Let th city sprawl the way it wants and only show important buildings. Get rid of housing placement altogether. If you want to grow you build generic housing like in MOM and if not your city grows until there is no more food.So simple it hurts. Don't kn
the biggest problem with tile limited cities, in my mind, is how deeply resources cut into your tiles. especialy on smaller maps where the rsources are much denser. if you have 3 resources inside your walls, then thats 12 tiles you don't get to use. this leads to very snakey cities as you try to avoid resources in an effort to actualy make use of your 50 tiles. I do not like this. I think a far better method would be to limit cities economicaly. every tile increases a cities upkeep, s
people should probably just disregard the whole "one year" thing, it seems arbitrary and confusing. As I understand it, from previous experience with stardock games and reading stardock posts on this forum, they are going to continue to support this game for quite some time, probably several years. any patches or free content not exclusively bound to an expansion will likely be available for free as long as the game is supported and impulse is around to be able to download them.
I'd rather see it fixed economically. the 5 tile limit already makes it hard enough to expand existing cities. a 10 tile limit would result in fewer cities, but they still wouldn't have room to expand. imo make any lvl 1 cities past your capital have a higher upkeep that lessons with each level. that would lead to fewer, more prosperous cities i think. edit: sorry i forgot i was on the mods forum, not general discussion. this isn;t a mod I'd be in
[quote who="Progrock58" reply="7" id="2743193"]Also, you cannot build buildings into forest areas. Is there a way you can raze some of the forest areas to build? I tried raising and lowering terrain spell, but it wouldn't work on flat land.[/quote] not that i have found. apparently in the great cataclysm everyone forgot how
yeah,. i'll be the first ti admit that the game has issues, but 1up clearly never even played the game, what a load of crap. if they want to give it a bad review, I can't really argue with it because the game has problems and needs alot of work. but to just throw up a grade without even playing the game? thats some bullshit right there.
regarding the morale system, I'd just like to see it do something . as it is, i can't tell if it has any real effect on anything. and i really don't think archers themselves need to be toned down much, i think if shields gave a defense bonus vs arrows, that would take care of things right there. if you fired a volley of arrows into a group of infantry without shields, then they SHOULD be torn apart. a smart commander would equip his troops with
[quote who="db0" reply="8" id="2740832"] Quoting Tomasp3n, reply 7Loving it, makes me think of the old days playing Warhammer 40k. Maybe double all armor values against ranged attacks, otherwise they would get seriously overpowered. Nice idea, I would absolutely try the mod. Tomas Ranged attacks should absolutely be powerful. However to avoid making them imbalanced, training archers should take longer.[/quote] ranged attacks need to be powerful, and
[quote who="db0" reply="3" id="2740475"]@brass1983: I already mentioned this in the OP This is the basic form of combat. Squad combat will be similar but rather than making just one attack roll, you will make multiple. For each attacking member of the squad, you will roll one Attack. For each succesful Attack roll, you will roll one Damage roll. For each succesful damage roll, the defender will lose 1 HP. Obviously if it's a defending squad, each succes
[quote who="sinusgamma" reply="18" id="2740829"]i don't want more tile if you have 75 tile you can build everything in a city you lose the strategy of city building, just line up the buildings and that's all but if you have less tile you must focus your settlements, you can have specialized cities, you have to plan and the settlements will be different[/quote] the problem is you only get 50, and if you like to play on smaller maps (like
so I've been playing around with different map sizes lately, and i loaded up a tiny map to try it out. there were so many resources and goodie huts that my starting tile was very nearly the only open tile on the screen. i thought this must be some wierdness, so i started a new tiny map, not quite as dense, but still WAY denser than one would expect. soes i trie the other map sized, and it looks like as the maps get bigger, the resources get less dense, like there are always the same amount of
ok, found that. I changed it in the core file because i don't know how to make a mod >. all the guides assume you have a basic knowledge that i apparently lack... how do i make a mod file so that i don't have to mess with the core files? also, that didn;t seem to work, can't find any tags i missed, but its still at 50
imo there are far too many reasons you can't build more improvements, and few of them are readily apparent when your trying to build. hills i guess i can see... and its an easy fix since your sov can just get rid of them. but forests? has civilization really fallen so far that we've forgotten how to chop down trees? i spent 14 turns wandering around my starting area one game and kept getting "must build on an open tile" or some such on every single tile, even the ones on the borders o
could also be other cities to close, you cant build withing 5 tiles of another city. i've run into that before, with AI outposts getting dropped everywhere, finding space to build a proper city can be a real pain. only one thing for it, burn the bastards for having he audacity to set up shop on your doorway. conquer the city and burn it down. :P
has anyone found a way to increase the city tile limit? or at least exclude resource tiles from counting towards it? im getting sick of trying to keep my cities from touching resources so I'll have a prayer of getting all the buildings that i need built [e digicons]X|[/e] the mechanic in questions is this: cities have something like a 50 tile limit, you can only take up 50 tiles with a city. thats not a huge deal, but if a resource tile touches your city
thanks for this mod, Morgoth The Destructinator is a total badass in his noble's coat over breastplate :P