I'm hoping Sovereigns will influence diplomacy and not just Races. [e digicons]*_*[/e] I guess this also means providing appropriate ways for custom sovereigns to have their diplomatic predispositions tweaked.
feelotraveller
Simply have an option pop up when items are discovered (obtained) by championless armies to transport these items to your sovereign for x mana. Otherwise they disappear like they do now.
I suggest not letting units retreat. Allow reinforcements but only when units are killed. Let massive battles be costly to all involved.
No to a global vault. Yes to a spell for transporting items (including those obtained by championless armies) at an appropriate mana cost.
How about allowing any unit which entirely skips its turn get one counter-attack? This would prevent any Melee kiting (no point moving away any longer) if the unit is prepared for it.
Yes, these are good points. The trained unit could have horses themselves, or have been hasted, etc. So it is not 'every' trained unit which is automatically overpowered at level 5. But the general point is a good one. It will be a question of thresholds and capacities to get bonuses, and what we think is reasonable. One on one a unit can be pushed back into a corner - then only double inititative and +1 movement is needed, assuming other
Yes but the attack and run away (hence no retaliation) can only work repeatedly (and hence lead to 'excessive kiting') if it is triple the initiative and +1 movement, or double the initiative and twice+1 the movement. That's a lot of bonuses and probably a much superior unit which is losing many of its attack opportunities. I don't have a problem with this.
I don't think of Melee kiting as a problem. Why? Because it takes significant amounts of bonuses to achieve. If tactics are properly employed the kiter (who has greater movement) needs to be able to move three times to get a free attack without retaliation. With only double the intiative proper tactics will force the situation of the 'kiter' getting two attacks per one from the non-kiter (non-kiter maintains kiter's movement range
Hey Brad. It would be nice to make a distinction between the flavour of races and the flavour of empires. They seem all mixed up in your examples. I guess it would mean a little work tying the characteristics of empires to Sovereigns but well worth it. It will not be funny to have a game with 3 wraith empires who all behave exactly the same... But yes, character for the computer factions. [e digicons]:yes:[/e]
Half of the kiting problem?
The problem is not just initiative, or movement for that matter. They just aggravate the problem. An archer with equal initiative and equal movement can kite/attack for the length of the battlefield (and if they are really large...) Some good suggestions but the one I find simple and appealing is ranged units cannot move and attack on same turn.
When loading a game bonuses to movement are not given for the first turn. For example if I have a character equiped with a compass instead of having 3 movement points they only have 2 for the first turn after a reload. Clicking on a unit already selected in an army auto-ejects that unit in a random direction. Huh? If I want a unit to leave an army/city I want to specify which way it goes. (I keep falling for this trap intuitively thinking&nb
After experiencing a CTD while trying to save the game I re-entered the game reloaded the autosave file. (Saved immediately first link below.) On reload all previously explored resources, forests and rivers outside of sight of units/city are now invisible. I went back to an earlier save (second link) and the problem is also present in this. Notably though if you move the units NE (onto the life shard adjacent to the city) a number of resources, far exceeding line of si
I like the city zoom option and now always play with it on. I suspect newer players might find it useful. As long as there is an option to turn it on I will be happy.
So with a bit more testing it's now clear that Altar spawn a new resource every time I reload. The irony is that they don't spawn a resource on turn 1 for some unknown reason! Argh! This makes the beta unplayable for me until another patch - I can't handle Magnar with level 13 notables or Altar with an extra 5 resources after 5 reloads - at the moment I can't play for hours solid so... Please, please Stardock sort this one out quick and get us back to Beta-ing i
I think xStarfirex has a point and it's not just for Libraries/Studies. Without going into specifics it seems that in some cases it's worth spamming a lot of low level buildings rather than going for the higher level ones (have to consider the trade-offs of city space, pop used, labour to build, material cost and maintenance).
OK beaten to it but I did some testing and Magnar goes up 2 notable and 2 quest levels every time I reload a game. What I reckon is happening is that every time the game loads it applies Magnar's starting tech bonus (should be +1 notables, +1 quest levels but it's always bumped the empires from 1 to 3 for some reason -pre-existing bug?-). I wonder if this (reapplying starting tech on reload, where applicable) is happening to all factions? It won't matter for some but Altar
Turn 8 of game and Magnar has Quest level 5 and Notables level 5 according to Kingdom report. [Edit: returned to save game turn 1 and Magnar started this game with both on level 5.] Unconnected but some level 0 notables are not showing on the cloth map.
Still looking for WMD? Seriously, the AI 'exploits' the human by knowing what to do with (and against) DC. ('Exploits' being used, as in the rest of this thread, to mean 'gains advantage that the other side is unable to make use of'.) Only, of course, if the human is unable to learn about DC.
I'm quite happy to run it Draginol. Do you want to post one to me?
The best use for DC is to get better trades by NOT trading it. The AI exploits the silly human by getting them to spend their DC!
I think the mega-city road web will still exist in 1.1. A level 1 road provides a 10% gildar bonus (additive) and a level 4 road provides a 50% bonus, if I've read the changelog right. 10% of 11 (2 gold mines, 1 moneymaker) =1.1. gildar. 50% of 1 (1 moneymaker) =0.5 gildar. There are other advantages of roads but I reckon the gildar bonus will be decisive in most cases.
Minus onethd. Like leveling up and naming cities appropriately becomes creative fun. It encourages growing cities to certain points (and some interesting choices arise). Think I even found cause to take the random guardian unit..once.
[quote who="Onionfighter" reply="3" id="2822511"] Quoting kenata, reply 1 I think this point is simply an underscore of the fact that the relative loss/gain is never added to the value of the trade. I think it would nicely augment the diplomatic sphere if an AI added some value based upon the relative gain or lose of either side. Like, if I am super weathy and I try to cripple an opponent's faction by trading away their last stockpiles of a certain resource, then t
I'm for 2. or some variation of it. I have been repeatedly frustrated by being unable to control placement of routes. An example: in a recent game I had this situation- B l A &