I would love to see the tax system get some attention, especially if government-types could be tied into it somehow...
Naidrev
[quote who="Lord Reliant" reply="16" id="3349496"]I could see this encouraging farming of lower level units just to level.[/quote] While this may be a large change to game play, I don't see anything wrong with doing that. In fact, I think you SHOULD be able to raise low level units faster by having them team up with higher level units. This lowers the skill gap of units faster mid and late game, while still taking time and risking the death of the weaker units. In fact, I'd sa
Would it be possible to not have level effect XP gains? What I mean is, have the balancing factor only be how much XP you need to get to next level. As a player, it is satisfying to see larger numbers for the XP gained from creatures. The fact that the number of XP earned scales at all can be dissapointing. For example, at level one, when I kill some darklings, I may get 20 or 30xp. And yet at level 10, if I killed those same darklings, I would only get 5xp. By keeping the number of X
Sounds like that spell needs a special popup for the player when it is used on them. Might I also suggest that the cost of the spell be changed to 200 gold per level of the city? That way your stronger cities have some protection.
I like that roads are established as soon the tech is researched. Road building by having units walk around is very tedious (although useful, which is why it works well as a special ability). I wish the path finding was a little better when drawing roads, though. There needs to be a road from EACH city to each city. When I make a triangle of cities, I only get two roads (one road from each of the second and third cities to my capital). That can make troops movement annoying.
I love little details like horns. It makes the world look like someone was mixing animals with magic. Like an owlbear.
I mistyped in my previous post. Outposts should NOT be allowed to push the borders of other outposts.
[quote who="NorsemanViking" reply="20" id="3348702"] Quoting Naidrev, reply 11 The only problem with not being able to move after combat is the AI stealing treasure from lairs. That is the problem that needs to be solved. How huge a problem is this really? Far from game breaking and you can use it the same way vs the AI. It's a part of thinking forward.[/quote] You are right, it isn't a huge problem. I merely meant that, in terms
...so stop choosing dense monsters? I like the fact that you can only attack once with a unit. It requires more army planning and prevents one stack from steam rolling everything (or at least slows it down). I have no problem with being able to attack once per stack, I just wish you could move afterwards. That would let you collect items, and retreat from difficult situations after combat.
Part 3! Better late than never. I have not been encountering any new bugs, besides the normal memory leaking. So these are just simple suggestions that occurred to me while playing. Change Guard so lasts until the caster's next turn, not the turn of the unit it is used on. It rarely lasts long enough to be any use as it is. Perhaps have it fortify the tiles it is cast on, rather than the unit, so the effected unit cannot run around wi
The only problem with not being able to move after combat is the AI stealing treasure from lairs. That is the problem that needs to be solved.
I would also like to catapults do damage per unit. It would be a great way, late game, to deal with stronger groups, squads, ect.
I love city specialization with the three types. If you want city trees, I'd like to see them built into those three types.
I like the current outpost flipping mechanic. Looking at the OP's problem from the other perspective, one time an AI built an outpost right next to a young city of mine. It was incredibly frustrating, but I didn't want a war. The only way for me to "reclaim" that land was by rapid border expansion to take over their outpost. The problem, I think, is that outposts can even be built so close to other player's cities. The number of tiles between outposts and cities needs to b
I don't see why they couldn't just subtract the population once the pioneer is constructed, instead of when it is added to the que. I don't have a problem with growth, but I do agree with Pink that it is very difficult to get a city to level 5. In half a dozen games, I don't think I've ever done it. The problem may be I like small kingdoms, and usually only have 3 or 4 cities. This limits my farm towns. A way to balance city growth to make small empires viable woul
I actually really like Tarth's trait. Because it encourages small groups, it completely changes how the Tarth play, and makes them feel very unique. A Tarth game's strategy is very different from every other race, and that is exactly what traits should do.
I really like the idea of announcing when a player starts to build a wonder, so I don't make that tech such a high priority. I just jumped from one tech to the next trying to get a wonder, and both times I was blocked. That lies squarely on the frustration side of the Fun scale. Parrot's suggestion of being unable to move World Wonders around the que is great. I'd like to take it a step further and say there can be nothing in the que at all when you start building it, to p
That is really odd. What difficulty were you playing on?
Giving Tarth an escape ability was the first thing that came to mind when trying to make them "hit and run", but that ability either seems incredibly strong (units would almost never die if they could escape), or weak (giving it 1 or 2 turn casting time seems like it would be worthless. Units would be killed by the time it went off, or not be able to do any damage before they escaped, which is the whole point of hit and run). Conveniently enough, one of the upcoming major changes to decrease
This is a really good AI thread. I hope the title doesn't prevent Frogboy from reading it. It has just the kind of feedback he likes to hear (as far as I can tell).
I would like to see the "hit and run" aspect of the Tarth in their combat mechanics. For example, when they are in groups of 3 or smaller, their units have a 20% chance to survive combat even when killed/defeated. This would help the units function in smaller groups, and actually make attacking with many small groups a viable tactic, as you can afford to lose battles to weaken opponents. This would be in addition to the +3/+3 for being in small groups.
I would also like it if you could trade cities with the AI. Sometimes I want to take land away from an enemy, but not bother with more cities. Other times, an ally gets their cities taken over, and I'd like to give them back when I claim them.
[quote who="Peter Ebbesen" reply="5" id="3345621"]One obvious way to address at least some of these issues would be to go to a "pick one general and one specialization" perk per levelup rather than making it a choice between them.[/quote] I was thinking the same thing. I would like to see a racial and profession specialization trees added to flesh out the general tab more. Then give the hero one trait for general and one for specialization on level up. This is especially frust
I am not sure what you mean by that. I was speaking theoretically.
Would it be possible to have your profession create a unique tree in the General level tab? Perhaps three or four choices long? That would help balance the options a bit by requiring later levels.