bbr91

bbr91

Joined Member # 4115682
18 Posts 236 Replies 1,150 Reputation

I've had this bug since .952 and it might be known, but I haven't seen it included in any changelogs until now so here it is. I think it happens when an army has a destination but it encounters something on the way (monster, quest, goodie hut etc.) and then it gets stuck running in place in the tile where the action happened, with the old destination still set, but unable to move. The solution is to toggle Explore twice, then the unit stops running in place and

0 Replies 2,040 Views

I agree with Heavenfall, if turn limit is to be introduced, an idea which I don't like, at least make it an organic mechanic, not an arbitrary number. You can improve it with technology, you can make a buff like Endurance, which increases turn limit by 50% for a given army, but this is a lot of work, and it has to be done if this mechanic is to be integrated into the game, and not be an annoying arbitrary limit to gameplay.

159 Replies 301,611 Views

[quote who="KingHobbit" reply="45" id="3237060"]One of the things I don't like about trained troops. You can upgrade armor and weapons as they progress, but you cannot upgrade unit size. So if you have units that you have cultivated through the game, and have increased their armor and weaponery as needed, they still cannot add members.[/quote] But then when you add members to the squad, how do you explain them keeping their experience level? Say you have a level 10 3-m

150 Replies 537,864 Views

[quote who="KingHobbit" reply="20" id="3236713"]are you going to address the Path of Governor issue. You need to level them up by fighting, but then they are not doing their job. Make a building to be constructed called the Governor's Office. You can assign one Governor to it, and they can experience while they are doing Governor work.[/quote] This needs to be addressed! It's one of the few issues remaining that needs to be addressed.

150 Replies 537,864 Views

[quote who="parrottmath" reply="64" id="3235934"]Excellent, now unrest will fill the kingdoms of many.[/quote] Which makes unrest reducing buildings and spells useful. Perhaps also lower the mana requirements for Curse City and Bless City spells a little? That would make using them a viable option in waging an attrition war.

159 Replies 301,611 Views

[quote who="Trojasmic" reply="16" id="3235461"]I've also seen the opposite. Place an outpost on a fertile land and had several of the fertile land tiles disappear.[/quote] I have also seen this.

20 Replies 7,768 Views

This is confusing. Are you saying that creating tiles with yield is intentional? I've seen tile yields appearing and disappearing but it seemed random, so I couldn't report it because I didn't know how to reproduce it. If tile yields do in fact appear in healed land, then this should be better documented. They also seem to disappear if another city is settled a number of tiles away.

20 Replies 7,768 Views

Alarmingly stupid. The issue is also reported and confirmed here . A minimum 4-tile distance between outposts should be introduced for the AI, and also an algorithm to determine the best position to place one, in order to cover as many resources as possible. I'm sure it will be done.

7 Replies 5,909 Views

[quote]City hubs provide production (so your city increases in production as the city level increases)[/quote] Finally! [quote]Shortened the desc on the Dark Spire so ol' man Wardell doesn't have to get out his reading spectacles[/quote] Oh he's not that old!

159 Replies 301,611 Views

[quote who="Glazunov1" reply="8" id="3233052"]I'm pretty certain I recall seeing Brad comment that save games weren't completely compatible across betas. Personally, I would never assume compatibility in that situation with any game, but perhaps I'm just a bit pessimistic on that score.[/quote] Indeed. Very few games stop you from loading incompatible save-games, you just have to assume save games become incompatible after patching, unless otherwise stated. [

9 Replies 7,642 Views

[quote who="Frogboy" reply="82" id="3231554"]I think there should be a exponential increase in production per material for each level.[/quote] Yes, there certainly should be!

153 Replies 131,241 Views

CyanPile , the formula to choose who to attack first in a tactical battle I believe is the same that was used in GalCiv to prioritize targets and is something like Total Attack / (Total Defense + Hit Points). The higher the result, the higher the target priority. Maybe someone can confirm this, I've only seen this in one post before. This formula wo

87 Replies 302,202 Views

Yes indeed the tactical combat AI needs further refining, especially in the use of spells. It does tend to be quite wasteful of mana, with little gain. But this is the exact type of issue that will be addressed during the beta 5 period.

87 Replies 302,202 Views

[quote who="CyanPile" reply="62" id="3229250"]AIIntelligenceFactor - I thought that this means that he is calculating the moves longer than usual[/quote] Here's a quote from Brad: [quote]So I’m pumping the computer AI to “challenging”. At this level, he’s identical to the human player still except there’s a few more APIs that get used (a little more CPU gets used). Those APIs largely revolve around recruiting champions more aggressively

87 Replies 302,202 Views

[quote who="CyanPile" reply="59" id="3229238"] Quoting CyanPile, reply 57>Intelligence: Challenging where you can see lists of AI? that would look from what level of the AI cheats. and find out how much it cheaters test the game. Expert is 3-4 times stronger (points game). that is, we get the same Challenging, but he comes to your house with a good army.[/quote] On Expert the AI has a 25% bonus to income and 25% bonus to the so

87 Replies 302,202 Views