[quote who="seanw3" reply="5" id="2979446"]I am going to pursue this point as I pretty much agree with everything else. It is only logical that research into lost ruins brings about information of ruins that are close to you. The lore books and maps that one would study are no doubt in reference to local lore. That is anthropologically sound.[/quote] Fair enough, then we should be able to research that lore only if we have a hero in that specific town, and it should be possible to res
Black-Knight
In my oipinion heroes should serve another goal in this game, than being a perfect substitute to armies. In Total War heroes just give bonuses to armies and cities, and improve their skills based on the time spent in specific cities with specific buildings, or after a specific victory on the battlefield. IE a hero who spends time in a city with a law school could add a bonus to that city's security and can then be moved to another city to bring that bonus with him (good concept to
[quote who="crystlshake" reply="62" id="2978252"]I don't find myself using it very often anyway,usually the return spell is enough for me- and is usually used to shorten travel time for my exploring sov.[/quote] By the way, you realize that a game where a sovreign "explores" has something wrong at the very root right? A king alone exploring? Then in order to fix that absurdity, instead than making rules that address the problem (have weak horsemen available soon who can explore be
[quote who="seanw3" reply="1" id="2979224"]As for starting illogically and needing to discover the arts of horseback riding ans such, ya makes little sense and is just a game balance to prevent the player form getting horse warriors at turn one. That is only the art of war horses that you are discovering btw. Horses are probably available for packing before that discovery as evidenced by the trade caravans. The real issue is that the nuances of what you are doing and why are never
The leader of a group of units starts out founding his village . His group is some sort of nomadic tribe, or a group of survivors from a big war (...As legend goes, Rome was founded by Aeneas survivor of the Troyan war... Yep, Rome was founded in a way very similar to the capital of a typical TBS game!) They find themself in a foreign and hostile land and first thing they decide to build a town. They need food and soon (SOON!) they need horses too, not so much for fighting at first, b
Assuming FE works as intended and is fun, I just want multiplayer and customizable options for creating a random terrain and options to choose whether to use specific spells and technologies - It was a habit for the Heroes of M&M series to heve to wait for the expansions in order to have a well developed random map generator. (Yeah I know there is already an unofficial one, but the one I want should allow also to include quantity/frequency of resources and all sort of options)
[quote who="crystlshake" reply="62" id="2978252"]Limiting the range (or scalling cost to range) would be anouther option for nerfing teleport to more manageable levels. I don't find myself using it very often anyway,usually the return spell is enough for me- and is usually used to shorten travel time for my exploring sov.[/quote] You are perfectly right to be frustrated with movement! When I criticize teleport I understand how people may go "oh god he wants me to spend anoth
Derek has a great opportunity with FE, I hope he'll come up with something cool... Still I doubt we'll get something as perfect as AOW, or the novelty long ago we had with MOM. This game has millions of great visuals but somehow they just seem to keep missing the point of what is fun and what is not in term of gameplay. You just can't have 50 turns in a game with nothing happening, random enemies are too powerful and if they decide to attack your city you are pretty much dead...mo
No idea if FE multiplayer will force us to just auto resolve all combats. In Age of Wonders MP is autoresolve only when player meets player, which still makes for a fantastic strategic\tactical game, where you still get to deal with the (not so) dumb AI during battles, while you have to compete with real people on the empire management and also when dealing with the many strategic and magic options that the world map offers. In fact being AOW much deeper than EWOM (sorry but true), it is quit
[quote who="BlackRainZ" reply="53" id="2977439"]I don't understand how this is a big deal? This is a mostly single player game. The AI does not use teleport, only the player does so just don't use it. You are ranting and raving about a ridiculous point. I am sorry but people complaining about this are just drama queens. If you think it is overpowered then just don't use it or set limitations on it for yourself and this does not require modding or anything else, just a little self
Apart from me being a ranting maniac about the drawbacks of teleport in general (should be optional), the actual purpouse of this post is to make a point about the fact that air magic the way it has been conceived is the only possible choice unless players want a serious disadvantage. Judging from the feedbacks I am getting, I am approaching the conclusion that: 1) I should probably see a shrink, specialized in the side effects
[quote who="Tridus" reply="4" id="2975865"] Quoting Cruxador, reply 3Honestly though, in strategy multiplayer and single player are supposed to be pretty similar, so I wouldn't expect huge problems so much as just a small community and less bugfixing than other areas of the game. If the single player experience is glorious, the multiplayer should be too. Maybe, if they actually implement it. Or they could stick with Brad's previously stated plan to continue taking MP in a "d
I don't want to be mean, but as it is now this game is this slow and tedious, anyone would reload when something critical happens which would advantage the AI. And that would be especially true for things that players don't perceive as their mistake This game is already filled with wrong concepts. The AI units have a huge amout of hit points which is supposed to make fights interesting, but which instead makes battle slow and tedious because games are fun when the AI is
An AI able to use all spells effectively would be great of course, and IMO that's the least one should expect from a game that is not specifically aimed to become multiplayer. My favourite way to tweak teleport would be to make it unreliable, so that sometimes you just miss the target (I say that because I have seen that working in the first Age of Wonders, I am not just guessing) - But then again in single player games players often reload the turns, while the AI doesn't... Are you r
Thanks, dude, I really hope they take their time and get things right and have a masterpiece... Which IMO means making a glorious multiplayer game.
I guess I haven't been around the forum much lately, I remember at some point they were talking about July 2011... Any official or semi-official change of release date?
Right, I don't want to pay full price just to have a broken/lame toy that can be fixed. I want a good new toy that works well! I want to play the game everyone else plays! Let those who like to exploit the AI with cheap tactics modify the game to get all sort of silly options like teleport! I want to be able to play this game in multiplayer without having to explain every time that we have to use my rules because teleport is dumb etc... Obviously all this issue is relevant
[quote who="UmbralAngel" reply="36" id="2975239"]I have a few points: 1) Teleport does not inherently ruin a game 2) We don't know how much any of these spells cost... you can balance spells by changing their cost 3) every 4x game i have played has had overpowered technologies/spells. 4) Not all strategies are viable, in 4x games there are usually a few that rise to the top. 5) Balance is much more import
Took a while, but apparently quite a bit of people start seeing what I have tried to point out for a looong time :) And I'd really like to know what the devs think about all this...
Personally I don't even understand the concept of "mopping up" the map in the late game. You are either tired of playing or you aren't... If you have to hurry and end the game because you are already sure you are winning and you are getting bored, then there is something weird going on! Anyway I really don't think that making it rare or expensive will be of any help. It will still be a game breaker, because if you use it at the wrong time you'll be in trouble (
I also agree that they should cut it, but I seriously doubt they are willing to do that. From the beginning the devs just seemed to refuse the evidence that teleport kills the game. Probably they are afraid that the maps, being so big, would make things tedious in the late game... While in fact the whole point of having a large empire is to struggle and keep it together when it is very big. I still don't see the point of an item that forces us to "mop up" the game from enemy units
Thanks guys, as long as this thing is considered I am fine. IMO a great solution would be to make magic schools (air, fire, life, death, water, earth) optional (meaning that some of them could be removed from the game completely when starting a new game). That would also allow to have a completely different gameplay in specific games, when a player realizes that something (not necessarily only teleport) becomes an overkill tactics. It would also allow to play games without any
[quote who="impinc" reply="2" id="2974167"]Yes, because a game about magic users is completely realistic. [/quote] Call it "traditional" wargaming approach instead than "realistic", if you prefer. But having a game of this level of complexity and then spoil it with some arcade simplistic strategy is just silly. It spoils the basic concept of strategy which has to do with manouvering armies across the terrain and tricking the enemy into moving out of position.
When they realize how unbalanced the game is in favour of air magic (and hopefully they will), the devs will have two choices: make teleport spells optional or make them available to everyone instead than only to air magic users. If they make them optional there will be at least a way to balance the game and play it as a wargame where strategic placement and movement play a fundamental role, instead than just seeing ONE superstack jumping around a beautiful but perfectly useless map (mountans
I have spoken several times against teleport, maybe you missed it because it was way before you started working with the team. To make a long story short, this game is becoming more and more like Age of Wonders Shadow Magic (personal, strategic, tactical spells... a common mana pool...). Personally I don't mind it a bit, because AOW is one of the best video game ever made... But I already know the feeling of this kind of gameplay, and watch it because there was a revolution going on in th