My general reflection on a game’s general direction. 1) Tactical/strategic game. There is an ongoing discussion in the forum whether a tactical aspect of SK should be expanded. Frogboy frequently pointed out that he wants the battles to be quick, thus, they cannot be too complicated. It worked well for FE. However, SK is inspiring to be a different game, and thus, in opinion of some the balance has moved significantly from str
ditoLoco
Regarding flanking: actually AoW3 was a game were i got so so frustrated with flanking. I would have my unit 3 tiles away from an enemy unit facing it, then the enemy would move around and attack me from "flank". It was so absurd - why would my unit not turn and defend itself? it takes like 7 tiles before enemy makes it to the flank - , all the more that you cannot even choose direction of facing of your unit ... For me flanking has a sense if the unit you are attacking
But here is our concern Frogboy: in FE you could do many things and battles were, let's say - 40-50% of game. Now you are making game where trade is gone, research is gone, you don't build epic cities (the only reason i build cities is to get logistics to build outposts for shards; i rely now on one army of quest units and hero), quests are linked to battles (as reward you get craft materials for weapons or units), so I would dare to say that battles are 80-90% of SK.
I am seriously concerned for this game. I think it is caught in a kind of dilemma. The problem is that Frog, as it was said, does not want to put focus on the tactical battle. Yet this game is all about fighting! There is no empire to build, no trading, no real research - it is focused so heavily on the military. At the same time they do not want the battles to be really epic. Some of my games are like this: - i go around with my hero and auto-resolve battles so i
[ What is being done to boost city-trained units? In beta 1 they're worthless meatbags and in the dev snapshot I see no improvement. ] I think they solve the problem by adding "thrall" aka unrest - if you count the cost of units, which requires resources, and keeping in mind that you need logistics for shards, the number of the units being produced is so insignificant that it does not matter if they suck :)
1. Someone is telling Brad the bugs are fixed or are not an issue and he takes their word for it. 2. SD just doesn't view the bugs as a big deal 3. Those bugs are "on the list" to be fixed, but keep on being placed at the end of the line in favor of more serious bugs. [/quote] I think 2 is the most plausible option. The result is that FE has an opinion of a very buggy game. Of course, the game as complex as FE will always have some bugs, but the problem
[quote who="Trojasmic" reply="21" id="3501788"] i do want argue one point with ditoloco. i am a proponent of the path-finding in tactical battles. this discussion came up way back in FE too. if you just un-strategically click on the monster to attack, i believe the unit should move to the farthest point away that still allows them to attack even if that means they do a big giant circle around the back side. this is because it allows all the subsequent units a
Hehehehe, my thoughts exactly - mana is the hard currency in this game and the only way to get it is through shards (so either you have little mana, or you won :)
One of the little annoying things - now that I remember - regarding path-finding in tactical battles. If I try to attack enemy unit which is not right beside my unit, so my unit has to move first, and then I click on enemy my unit will choose totally random path to get close and to attack. Sometimes instead of going literally two tiles in a straight line and attack, it goes like 8 tiles in the circle and comes from behind wasting time ... I have to click first to move and then to attack or wa
I am now finishing my second game, and here are my thoughts: 1) Regular units are quite useless. When I played the first game I was trying to play it the way I played FE. It was mistake. In my second game on hardest difficulty, which I am about to finish, I stopped training regular units altogether. So far I have trained one scout, and lots of pioneers. The heroes are so strong and self-sufficient there is no need for an army
Please do not force auto-resolve battles when you have decisive advantage. And please do not web units that are right next to spiders.
add one more annoying to the list - after hitting end of turn, if my army is attacked, then it immediately continues it executes its planned move right at the beginning of a turn. Very annoying.
I confirm too - next time I see two units on the same tile I will try to take screen-print. I mean in tactical battles it happens rarely, in strategy map is quite common if you save/load a lot.
Auto resolve is a total disaster ... I send my hero alone and by auto resolve he wins all battle with no scratch - even battle i have no chance of winning otherwise ... I do not know why they yet not implemented real simulation as every other major competition already has (Endless, Eador, World of magic, Age 3) ... Not to mention you still cannot choose not to use mana etc. So easy to abuse it is no fun.
As in the title - expensive (research and resources) unit which seems quite useless: low damage, low survivability. Should be boosted to 3-units type of squad.
4. It is especially bad when you have a settler unit - for some reason they are always close to enemy and get targeted first....
- equipment - it is possible to move equipment from one army to another many times during a turn. I can equip one army with the best equipment, fight the battle and then move the equipment to another army.... This leads to abuses. - The aura who provides +2 lvl to troops being made in city does not work - please do not force me to have auto-battles, or fix them! I am loosing mana like crazy, and units too, since damage is always, always dealt to the last unit
Devs builds - Great !!! Regarding OP - I somewhat share feelings, but I think it is too early to jump to conclusion. Lets see first some more content and how the game develops.
Another bug: building citadel does nothing. I cannot build paladins, and the building does not even show in the list of buildings in town
And - flank - by cavalery is treated as a spell that can be resisted ....
Two more things: - I can rename enemy units :) - what's the point of enemy destroying my metal or horse resource if I can rebuild it next turn for free?
First the list of bugs (most of them are inherited from FE anyway) - auto-saving - it is still very bad. It seems like the game saves the game at the end of the turn, resetting though movement points. Thus, it is possible to move twice a turn - you just hit the end of turn, and then reload previous save, and all armies are moved (and they should not), but they have their movement points restored. Worse happens when you were attack at the beginning of the turn - if you loose any
There is a patch that just went through - 5.5 mb.
New screens are in! I was counting the number of the units on the field of the tactical battle and my smile was widening :) But the screen with the sovereign was somewhat disappointing, very few options visible. Here is the idea - which I do not know why has not been implemented before. For the sovs and heroes we have: tree skill, linear development, or pick one of three random skills sh
Yea, I am pro-4x games so I pre-order anything that looks promising ... Even if the games turns out blatant, but it sells on early access, it encourages other companies to try.