[quote who="Bellack" reply="6" id="3115715"] Normal settings should be hard. If people want to have everything handed to them and have thier egos inflated then let them play easy.[/quote] Comments like this are not really constructive or helpful here. For my own part, I agree that the map gen is way out of wack and creates an incredibly inconsistent gameplay at any difficulty level. You can get started in a place where the only legitimate starting point is
Malsqueek
I am totally in support of reducing city size, and the input from Brad makes it sound pretty good. Goodbye sprawling ugliness. Goodbye non-buildable terrain 2 tiles away being a factor in where I build my cities. Good riddance cheater movement exploit through strung out cities. Hello cleanly designed world-map cities.
[quote who="Cruxador" reply="5" id="3110198"] The idea wasn't exactly "fill up squares until you get around to building on them". I was conceiving them as actual buildings (albeit ones without mechanical effect) that would use space. This was somewhat intended to flush with Frogboy's plan to remove the ability to place buildings manually, since it makes the house placement more or less irrelevant for the purposes of player choice, but even without that it's a good plan, so lo
[quote who="Trojasmic" reply="6" id="3113342"] This is one concept from MoM they seemed to have overlooked. If you remember, you had to choose a sovereign that had 10 spell books and they were either 10 fire spell books or 5 earth / 5 life spell books or something like that. I'm not suggesting we do that, but you're suggestion to have part of the tech tree get disabled if you go down a certain path is a great idea and kind of reminds of that aforementioned mechanic in
[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
[quote who="Gammit10" reply="13" id="3112347"]Good read, and I thought the same thing about the good land thing and the mana accumulation. I just started another game and immediately got the worst imaginable scenario: My sov started on a small peninsula; just enough to create a first city if I really want to. Buuuuuut, the choke-point is nearly blocked by a Drake Army and something else with 100+ hp. All surrounding land beyond this peninsul
[quote who="Leo in WI" reply="11" id="3112798"] Button seems to be there all the time for me. Don't seem to need a hero active to use it. But I think you definitely need a unit near the area you are looking at, meaning [b]I don't think you can see any stats for areas under the fog of war, even previously looked at areas.[/b][/quote] Which is incredibly silly unless we have a means of changing those values.
[quote who="Heavenfall" reply="1" id="3112479"]Sounds overpowered if you ask me. Cities are way too important to just vanish because someone dispelled them. [/quote] :D You win two internets! Seriously though, dispel in general, and then lots more things to dispel. Add them please.
[quote who="Frogboy" reply="42" id="3111636"] Master of Orion 3 was a near 7/10.[/quote] I would call that a near Warren Buffet level of generosity for that particular game. It started out at about 4/10 and got worse with every replay. I think your Episode 1 analogy is pretty apt, and as a vocal member of the extremely disappointed masses (in terms of E:WoM), I think that E:FE is about 6/10 as it currently stands. However, you are sitting on a rock solid fo
[quote who="seanw3" reply="27" id="3111321"]I use Vista. I upgraded from Millennium Edition to Vista and now I am hoping for Windows 8. Probably the worst OS's of all time. [/quote] You're doin' it wrong Sean. Don't you know that you should only get every OTHER Microsoft operating system? Win 95 Garbage, Win 98 Good, ME Garbage, XP was good, Vista garbage, 7 good, 8 is going to be garbage. Wait for Windows 9 or get 7.
I’ve been rolling this over in my head for a few days now, and think I have a good handle on the direction that city upgrades could go. Please keep in mind that I’m making a few assumptions such as the adventuring shop should have a finite amount of cash, as well as fudging some proffered numbers knowing that the balance of the economy is currently up in the air. I also think that pretty much every possible building that you can currently unlock for city upgrades should just be ti
[quote who="NetNomad" reply="24" id="3109293"]Huh. All this time I thought that the running in place was a bug.[/quote] As did I. Thank you for the video. I'm excited for the new Beta patch.
The thing that irritates me the most about Trade is actually the Trade Agreement because the AI seem to value it based upon YOUR benefit rather than their own. Most recent occurrence, I had a nation I was warm with who was going to get 3x the per-turn benefit out of the contract and still wanted me to throw in another 270 gold to get the contract going. The AI really ought to be more willing to engage in trade that has a disparity in their favor and ask for a little on top near
I really like this proposal. I'm without the time or the presence of mind to actually fill skills slots at present, but for the caster, should it be something like: Elementalist/Evoker : Special spells & casting modifiers within a single elemental school Healer: Life specialist Warlock (or whatever): Death spell specialist Summoner: Specializes in summoning creatures Archmage: Specializes in manipulating the
[quote who="tjashen" reply="22" id="3109988"]Finally, [b]I think that the production times for the more expensive units may need to be reduced a bit[/b]. My reasoning on this is that having more troops in battle helps reduce luck a bit in combat, and maneuvering six units around for position in combat is more interesting than two, and allows for more strategy to develop in said combats. Of couse, I had no issues with the twelve unit cap in E:WOM in the first place...[/quote]
You know... Having a random set of three or four "house" tiles fill up squares for your city until you build on them would be pretty cool. Would make the level 4 cities that I never get around to building anything in because I can't afford the maintenance and don't need the buildings look like large and important cities.
[quote who="Tasunke" reply="12" id="3109569"]Yea ... It'd be nice to be able to have a more flexible build que. Like for instance I'm building a library, then half way through I want to switch to a unit ... and then continue the library again.[/quote] What I have asked for in other threads is to be able to reorganize your queue using a drag-and-drop method with the mouse for ease of switching production. I'd be totally content with an "if it's
[quote who="Trojasmic" reply="18" id="3109488"]SThen create a mod for me, tjashen, and feelotraveler that has a quest that makes a merchant appear and allows you to buy unique items for one turn then disappears or some NPCs (like champions, but you can't recruit) that allow you to buy stuff from them or minor factions that do the same?[/quote] That would be awesome. One-shot shops with uber-cool gear. Sign me up as well.
Well, the function to retain spent resource already exists in the Tech tree. Should be relatively easy to retain production spent on buildings. Not sure how that would translate to units, though.
[quote who="Wintersong" reply="35" id="3109312"] So maybe when "fans of the series" are dead, companies will be allowed to be creative (sometimes for good, sometimes for bad) with the licenses that they buy? Otherwise, seems better to leave the old IPs buried face down. New X-Com Enemy Unkown? Cancel it!!! Why? It's not going to be X-Com with better graphics!!! *inserts link to flame war about TUs*[/quote] See, I don't see it this way at all. They have
[quote who="Stupidity10" reply="9" id="3109327"] [quote who="DsRaider"]I would also like to add that we really need some sort of heavy armor choice early game. It's pointless to have different armor types with different weaknesses if it takes half a game to unlock the second type of armor.[/quote] This. There should always be choices involved, you have 5 types of upgrading weapons but only 1 armor tree, a tree of dubious value as it comes with two penalty syste
[quote who="tjashen" reply="4" id="3109307"]I've yet to have an empty build cue under the new build.[/quote] I am very curious how you manage this. My army generally sucks up every last drop of gold intake until the third city gets built, and considering that there are only 2 early buildings without maintenance costs....
There aren't enough buildings, and the early-mid game economy is so weak that I have a hard time seeing why you would even NEED a second build queue until late game. I was a HUGE proponent of removing the second build queue because when even one of them sits empty it represents a waste of volatile resource (production) for which we get no benefit. Splitting production 50/50 between the two queues when they are both producing would be a functional compromis
[quote who="Tasunke" reply="14" id="3109179"]Maybe a chance for 1 event per city level? And events/great people would have to coincide with what types of buildings have been chosen for that city.[/quote] Nah. CHOOSE one event per city level. Chance nothing.
[quote who="tjashen" reply="14" id="3109153"]I've looked over the traits list in the .xml, and it is pretty extensive. And there are some traits (besides spell lists) that have other traits as prerequisites, so there is a loose tree of sorts for a few of them.[/quote] See.... It's information like this that would be really helpful to have access to during play in a [i]strategy[/i] game. I'm more likely to pick a +2 Strength trait if I know that