Deleted (not relevant any more).
StevenRLynchAbundanceThatIAM
I wasn't thinking about the AI so much, I was thinking about the poor humans. ;-) But I guess if the monsters are not taking detours around AI territory to get to human territory, it might not matter so much. But the AI on harder difficulties would still be able to use *your* roads put there supposedly for *your* convenience and use to conquer you more easily. =) Anyway, we'll see what happens. =)
Pretty official. Frogboy (Brad Wardell, CEO of Stardock) has said that FE will be digital distribution only, pretty much. And Stardock doesn't make very much money on every box sold when the retailers demand such a large slice of the pie. So thus FE (and Sins Rebellion) are going to be a digital only releases (although FE will not require Steam).
This is one that especially needs addressing. It makes it so easy for AI players and monsters to attack all your cities, and if you're the one doing well, it makes it very easy to capture all the AI cities.
Yes, maybe on-map battles need to allow more than 9 armies too, because militia can be successfully added to city battles to exceed 9 armies.
I would be interested in this too. My guess is because of all the customized armor and weapons on everyone, but am not sure of the exact technical details.
No worries. =) (Just that this question has been posed many times in the past. ;-))
He has more than 9 armies. So either the game needs to be changed to allow for more than 9 armies on one side, or some insignificant armies need to be removed from Delin's army so he always shows.
Yes, sounds like there is something more fundamental wrong here. If you haven't already written a bug report up with this extra info, then it would be very beneficial to do so for the devs. =)
I wouldn't want those sort of "unlocks" either.
Well, we're still working through the mechanics and whatnot (I am anyway ;-)). Definitely I would agree with multiplier on damage done AFTER (attack - defense) is calculated, and no increase in probability of critical hits.
This has been explained quite a large number of times. Only Stardock BETAS require internet connection, so some files can be updated without always requiring a big patch. Full releases never require authentication (except if you are playing something that requires Steam, which FE definitely won't).
It would be great if the armor reduction is taken off before doing the crit multiplier. What do others think?
I agree with this. There either needs to be a distance limit from where the Sov is standing, a cool down, or a limit per turn that it can be cast. Or else the cost would need to be massively boosted.
Quadrupled. =)
Yeah, no matter how much the Influence cost, being able to take over any city just by hoarding influence would be way OP.
If they put in that formula, that would also successfully make it very expensive to rush in towns just captured from the enemy. ;-) (And infinitely expensive if unrest is so high there is no production. ;-)) And it would also encourage you to temporarily reduce taxes to zero before rushing, to minimize the turns left. =)
I agree. Bugs that could be fixed in next version: If you are training a unit that would not normally take three turns, but you have high production and number of turns is bumped up to the three turns minimum, rushing it actually GIVES you gold once you have produced the real labour cost (in other words, it costs negative gold). Same when you've already built an improvement on an external resource and then that resource square gets absorbed into the
I agree. The AI needs to (and could) get better at making armored troops, and not splitting up its armies. One thing that might help is getting players to submit unit designs for different pre-built kingdoms and empires, phases and tech levels of the game (and depending on resources available), and choose the ones that would aid the AI the most. For example, it is almost always suboptimal to not have units with the full three trait slots filled (except perhaps for Pioneers).
There is a note in the changelog for the next release that might mean if you fail a quest battle you get another chance. It might also mean that you could say "No" and not have the quest disappear. Derek would have to clarify what it means.
Are you going to fix the Pyre of Man boss fight where the boss doesn't appear because his army is too big (and you still get credit for killing him by killing 9 minion units)?
Unfortunately I did not have a recent manual save.
I think the monsters have their turn, then the AI players in order, then the player. So it might make sense for the monsters to not move on the first turn of the game, to allow players to put down their first city. PS: Could you please make it so a Sovereign automatically is inside his city once it is founded? This means if you need the firepower of the Sov to defend the city, you've got it, rather than the Sov standing outside watching the only city he is capable of f
[quote who="Glowing_Ember" reply="11" id="3155503"]Frogboy, is it possible for you to elaborate a little more about this bug that was fixed ? How did it change gameplay so much ? What was it failing to do in the pathing that suddenly made certain aspects of the game more efficient that it changed so much in the gamepay ? It's hard to comment on the current dynamic without understanding that problem a little more. It sort of sounds, from what you describe, that the comp wa
I only found out because I was following a thread where this ability was mentioned. =)