I'm playing a Tarth game right now, and Kraxis just built an output directly next to my capitol city to capture a horses resource. Not only is this strange in terms of enemy outposts built on friendly soil, it is also a REALLY stupid placement for the outpost (there were other free spots) AND it captured no other resources.
Malsqueek
If the AI didn't already cheat by being invisible to monsters (for the most part), and capable of debuffing FACTIONS they have never even met (let alone cities), I would be on the side of "mostly non-cheating AI" with just enough trimmed off to make the game faster paced.
[quote who="kapeman" reply="3" id="3148302"] Quoting Emperorjarin, reply 2Personally, I'd rather have more summoned units on the field than upgrading the tiny selection I have. I like having an army of summoned minions at my command. Why not both?[/quote] Or how about enchants for your summons which are shard restricted as mentioned above.
[quote who="Jansious" reply="6" id="3148398"]Pioneering could be started with an outpost created by the settlers. After establishment, you could choose a switch to start migration to the newly created village. All the while the migration from the capital city to outlying villages, not outposts, will cost a maintenance fee and the capital is reduced that amount of population. This lets the players decide how fast the want their capital to grow compared to the spawn cities.
[quote who="Greyclouds40" reply="15" id="3147910"] Your solution makes sense, but I think that certain types of monsters should have different behavioral characteristics. For example: obsidian golems NEVER leave their lairs and remain "silent guardians" over their tile. Umberdroths, however, are territorial beasts that will destroy any improvement or invading army within one tile of their lair. [/quote] Considering that the player attacks without moving
Or at least a Line color and a radiance color, since the new ZoC looks all sexified that way.
I would actually like to see mana production go up, and spells cost more, so that there is a greater ability to properly cost spells in relative terms. As it stands, we get 2 mana a turn without shards, making even the cheapest spells 5 turns of saving for, and that places a greater incentive to min/max your spell choices. This is a large part of why Fire is a required school, and so many others have "pointless" spells. Even if their functionality
Is it truly a "Outpost > City" feature or a "Most recent is best" feature. Either way, Cities should always trump outposts, yes even the magic ones.
[quote who="DsRaider" reply="10" id="3147100"]The reason why monsters are rampaging isn't that the AI is destroying their lairs, it is that the AI is building cities and outposts right beside them and they rampage when placed under ZoC. [b]This could be easily fixed by having monsters home in on the source of the ZoC and then return to their lair. To prevent thieving the lairs could be invincible until their guardian is destroyed first.[/b][/quote] More easily resol
[quote who="Stupidity10" reply="2" id="3147106"]magic is overpowered but thats becuase of several reasons.[/quote] The best reason is that magic SHOULD be unbalanced against the rest of the game. Magic should have a cost commensurate with its effect and that is all. In terms of the OP, Yeah, I could totally get behind a "Champion Level Scaling" slider that ran from "Overblown squad leaders" (weak champions) to "Basically gods"
[quote who="lhetre" reply="4" id="3146680"]every monster lair should have a ZOC, if the player or the AI inveades the ZOC, the monster chase them, this adds a lot of interest to the first part of the game, you have to consider either bulding a strong enough army to loot the lairs, or to build your first city, then when you have enough place, expand you empire monsters rampaging impose a pace to the game, without them it would be almost a sandbox finally you can choose mo
[quote who="StevenAus" reply="16" id="3146949"]How about, factions start far enough apart, monsters and ruffians don't get a turn in the first season, but AI factions do. This should also cut down on the times an AI faction gets killed on Season 1 - if the monsters and ruffians always go before the AI, they might not be able to found their first city. I think each faction should always at least be able to found their first city before being attacked by monsters. [/quote]
OR if they are rampaging because of AI placing outposts, why not have the closest outposts and cities be the object of their ire, instead of some random one somewhere?
[quote who="Heavenfall" reply="7" id="3137320"]This is just me, but for the lack of summons, the magic system feels very polished already.[/quote] I could not possibly disagree more. The magic system lacks choices. It is stagnant and repetitive, and worst of all, it is the opposite of transparent in terms of which schools work together to give you which spells. It is stable and contains the seeds of a decent magic syste
[quote who="LordTheRon" reply="11" id="3145764"] Of course it's not intended design! We're still in beta remember? Didn't happen in the latest versions before this one, so I guess this side-effect was introduced unintentionally. A bug that will be fixed in the next version. No idea why people get so worked up about this.[/quote] Ehhh.. Seriously crappy starts have been pretty rampant since FE Beta was released. This is just a new iteration of them, and
[quote who="joasoze" reply="3" id="3144833"]You (the OP) is getting far to worked up about this. Worst case scenario: You have to restart a game. I do not in any way want a system where the startup zone is warm and comfy. When you generate a map its very difficult to start evaluating chokepoints and such relative to the placement of AI empires and monsters.[/quote] This isn't a matter of easy v. challenging. Randomly starting next to a monster who g
[quote who="Heavenfall" reply="3" id="3065853"]Bump because this is very important. The spell information NEEDS to be available in some manner from the level-up screen. [/quote] Absolutely. I would also expand this by saying that in the spellbook, we need to be aware of what combination of traits are allowing us to cast a spell. Can't tell you how many times I've wondered when and how a spell appeared in my spellbook.
The only real problem I hear here is "Other factions start too close". I love what I'm hearing about the AI making better decisions. I agree that other factions start too close frequently.
I pretty well hate this mechanic as well. If the tiles around a city really mattered, it would be cool to have magic ruin the tiles, but it doesn't appear to. The only thing this mechanic does is punish people who are unlucky enough in the early game (WELL before we have access to the revive magic) to lose a city to wandering monsters, or punish people who want to play expansionist and would prefer to rebuild rather than suffer piles of unrest
The problem I've found is that you can't really do much without third tier in all tech trees, and once you get rolling, you pretty much cap out all tech trees. I don't mind it per se, but if they are to represent three viable routes to winning the game, the point of separating them is pretty well moot.
[quote who="DGB246" reply="31" id="3143183"] Monsters are better in this Beta and I've not ran into any early game blitzes from em yet so I'm guessing you guys were just unlucky [/quote] Ultimately, this is my complaint here. It's not the monsters, but to have to restart several times because of starting in useless locations (2/3 best locations), being cornered by death demons and mountains so that you can't expand past your first city, startin
[quote who="Stupidity10" reply="7" id="3142273"]Gatherer spiders... right of the start, 3 groups of 5 It would be nice if the spawn of these monsters was delayed till like turn 70 or something but thats as far as i'd take it. [/quote] Totally. ~16 tiles from any starting city and ~70 turns before they spawn any wanderers would be about right for the tougher stuff. That's room to pop one city in any available direction befo
[quote who="DsRaider" reply="1" id="3142245"]lol Assassin demons got nothing on Umbradoths.[/quote] Something else which has no business being near your starting city.
How is it that a you-can-see-them-turn-one "weak" creature can walk into a city (in the first 35 turns, no less) defended by a militia, two bandits (the sort you get for your starting ability), the sovereign at level 2 with spear and armor of 7, another champion at level 2 with hammer and armor of 4, and brutally kill all of them with quite literally no recourse (full heal for killing even one) if you do not have offensive spells? They even get upset with your cities from further out than you
[quote who="sweatyboatman" reply="4" id="3141941"]50% chance it hits for 4x damage - otherwise it hits normal and reduces your dodge and armor to zero for one turn.[/quote] Something more like this. It either works well or leaves you exposed. It also really ought to scale. 25% half dmage hit with reduced defenses for assassin, 25% normal damage, 25% 2x damage (normal crit) 25% 4x damage. That's really a 50/50 shot, if yo