[quote who="Heavenfall" reply="8" id="3170637"]And any given timeframe is always an estimate.[/quote] Psssh. I always hold developers to their word on release dates. It's why MY Diablo 3 came out in June of 2004.
Malsqueek
[quote who="Kalin" reply="13" id="3170394"]I'm not completely against the idea of making smaller units more valuable, but it needs to be something that doesn't try to mimic large units. For example, add a couple of powerful traits that reduces in power when more guys are in a unit, say... a "lone wolf" trait that boosts initiative and attack by 10-unit size. In order to avoid these traits from breaking early game, make them available when you research group size research, with the str
[quote who="Kongdej" reply="1" id="3170250"]Define Major change still some things I would LOVE to see changed but I am quite a critic when it comes to games, only perfection is good enough... and nothing is perfect Sincerely ~ Kongdej[/quote] Yup. I'm much the same. The ony things I talk about are the busted things, because if it works, it doesn't bear discussion! In terms of Beta 4, I really hope they do at least one more
-1 is the numerical indicator of "forever" in the XML. You are building the eternal water shrine.
[quote who="UmbralAngel" reply="10" id="3169884"]I didn't know that accuracy went up with levels too but in general I don't think just HP and Accuracy is enough to justify having a level 20 unit with 3 figures vs a level 5 unit with 9 figures. I am pretty sure level 5 would win. I think you need to add some attack and defense bonuses, even if its +1 / 3 levels or something like that. [/quote] It would need to be something like a
[quote quoting="post"] 1. When AI destroys outposts or wild improvements the notice doesn't really tell which one was destroyed. [/quote] I would love to see a "Zoom to Issue" button as well as a "OK, Close Window" button here. [quote quoting="post"] 3. When AI uses strategic spells against my towns I get no notice of it. (I got hit by an earthquake and there was no notice of it. First noticed that one of my towns was lack
[quote who="GFireflyE" reply="6" id="3169593"]Agreed. Really like the thought process you put together here. Hence, a party of 3 would gain experaince faster than a group of 5 because fewer troops have to do more work. The flip side, of course, is that if you are able to put in the time into the larger groups, their combat output can become significantly better.[/quote] Exactly the rationale behind the suggestion. [quote who="GFireflyE" reply="6"
[quote quoting="post"] I am 99% convinced that this inexplicable monster behaviour has to deal with the players revealed fog of war. Basically, if I have revealed a monsters den with fog of war, it now by passes everything else to go way out of its way to attack me. This needs to stop, seriously. I have seen monsters attack players before, but I am convinced that they have to be illuminated with my sight for the monsters to acctaully target them. This is just a theory. [/quote]
[quote who="Trojasmic" reply="7" id="3169621"]Would you settle for a compromise? I like the single queue... makes you think, plan, and squirm. What if we could move things around in the queue w/o penalty? 10 more turns for that almshouse that i've already been building for 20 turns, but i could really use a pioneer right now... no problem... move the pioneer forward, then pickup where you left off making that almshouse.[/quote] This would be my pre
I'm not outright opposed the ability to upgrade units, but I have two concerns about it. First, if you can build a faster and easier unit, then upgrade it, what does that do to the production cost of just building the large unit? Second, if you can build a smaller unit and just upgrade it, doesn't that somewhat defeat the purpose of installing a system to help value-up smaller units? I'm not exactly sure how to r
Inspired by discussion in Gfirefly's thread: https://forums.elementalgame.com/426436 During my recent game I started noticing that unit size seems to matter a whole hell of a lot more than unit experience. The discussion above made me curious enough to see exactly how the relationship works out between them all. Methodology: All units have 4 Hit Points per model and
[quote quoting="post"] *Negatives to initiative (like weight and the slow debuff) seem out of balance with the character customization choices, where the one-time buff is only +1 yet you get -4 or worse from certain weapons on top of other factors. Consider doubling the buff line to not be so insignificant. [/quote] Very good post overall. I agree with much of what you said. The above point, however... Initiative is VERY powerful.
That text is rather..... fitting?
[quote who="UmbralAngel" reply="8" id="3169190"]Now that you mention it, I think having players design the size of the groups seems superfluous. How about all sizes are unlocked at the beginning, but the size depends on the labor cost?[/quote] If you have the option of all sizes, and are not pressed for time, there is no reason to not always use the largest unit size possible. 9 person company is and always will be fully 3x as good at dealing damage than a 3
I love all these things. #1: Yes, I would like to explore the quest-aspect of the game, but due to outpost-vomit, that usually gets shut down long before I've seen even a quarter of the map. There ought to be a way for your champions to go "questing" where they are unable to engage troops and cities, but are then allowed to pass unimpeded through borders of any kingdom with which you are not at war. Champions only. Not troops may be brought with (would allow "harder
I did some testing during a game last night. I had Guardian wind, and 3 Air shards, which should have given my troops a 30 Dodge versus Ranged. Against the average militia member with a bow, whose accuracy was 60, that should have given them a 30% chance to hit. Across four city fights, not one single archer missed one shot after Guardian wind was cast. These were large, well developed cities with roughly 4-6 units of archers per city. These fight
[quote who="Tuidjy" reply="1" id="3168274"] The thing is, in both cases, I could have easily conquered the remaining nations. You can't really achieve the other victory conditions, at least on the top difficulties, unless you have already conquered a bunch of people, or at least are able to do so. [/quote] Yeah. I think the military tipping point can happen early enough, and probably will if you get any significant pressure from the AI, t
[quote who="Frogboy" reply="3" id="3167925"]I think the case could be made that master scout CITIES and other structures should still be targeted by monsters. There's nothing stealthy about a city[/quote] I think that's a great solution. I find it strange that their cities are exempt from an entire aspect of the game as is.
It would be pretty awesome (and probably feasible) to get some manner of walls in Tactical Combat. The other stuff has been requested and discussed numerous times, and the devs have indicated that is a bit outside of their vision for Tactical Combat in Fallen Enchantress. I, too, would like to see a game with a more robust turn based tactical combat (LoS, Flanking, Terrain bonuses, etc), but I do think for the sake of gameplay and enjoyment, that game would probably have a hard t
As mentioned above, I do have some reservations about Steam, should they ever go under. I'm a pretty old-school gamer and CD collector and the idea of not owning a THING so much as a LICENSE sort of makes me tweak a bit. That said, I dislike the more overt versions of DRM that you get from cEartAin heavy handed publishers. My preference is for the totally drm-free, producer direct versions (thank you, Stardock), but I don't hesitate at all beyond that
[quote who="Frogboy" reply="13" id="3167923"] Having the smaller cities has also let us decrease the # of tiles between cities from 8 to 6.[/quote] If there weren't 2000 miles between us, I would bake the entirety of Stardock cookies for this alone. So very, very excited for Beta 4.
I would love to see the city graphics expand into the surrounding tiles, but functionally be exist on one tile. Perhaps two if it is simply massive.
[quote who="Kongdej" reply="67" id="3167805"]outposts should just cost 5 gold to put up, and 0.1 gold per turn upkeep, nothing restricting but you wont spam them because youre silly... meaby 0.2 turn gold upkeep, thats my thoughts anyways. Sincerely ~ Kongdej[/quote] We will see where they are at come Beta 4, but yeah. I think making Outposts cost to build, cost to upkeep, and have significance other than simply collecting resources would be about the wa
[quote who="seanw3" reply="19" id="3167348"]Good idea. I would not say no to some special maneuver ability traits too. Some other testers have mentioned the need for trained units to be able to do some special attacks and defenses on the field of battle. This could be the time to try that out. [/quote] Oh man, would some equipped-weapon specific special traits be a wonderful thing.
I like that lowering your taxes to zero and using all your initial mana income on city buff spells is A strategy. I quite dislike that the above strategy is a so much better plan than any other path that it is essentially not a choice. I mean, turning your taxes to zero on turn one get you a ~23% BONUS (essentially) to both research and production at the expense of 0.4 gold a turn, and that compounds with the enchant spells that give you +2 bonuses compounded w