I would like to see City Defenders have equipment only from the Civilisation tech tree. These are just city folk who grab arms which are easily available and not a trained professional army. So boar spears, etc, okay, lightning hammers, no.
feelotraveller
It is positively painful when all those grain/material values disappear in the fog or war. Particularly if you have a several day break in playing the game. A fix for this is sorely needed. Perhaps the values could be bracketed to show that they represent the numbers as they were when they were last not in the fog of war? (I presume that the figures could change with terrain modification in tiles whilst they are in the fog or war.)
Yeah, I'm on Vista and get exactly the same crash behaviour. Thought it was just due to my poxy laptop, but whadda ya know...
I am really not interested in the campaign. Generally find them rather teeth grinding. Particularly after the disaster of the various iterations of the WoM campaign I will be steering a wide berth around this one.
1) The factions can be differentiated from one another by having different expansion styles. - spam, spam, spam - spam until x cities, then go after chosen victory - one huge city - a few large cities - pyramid (slow sustained but snowballing growth) can be narrow (largely vertical) or wide (largely horizontal) - spam until x cities, grow until size/time y, spam again etc. (I'm sure you're imagination is MUCH better than min
I voted for Pariden, although I generally use a custom faction. My custom factions are usually Amarians or Wraiths by race. I worry, like some others, that the faction is getting lost/swamped by the race. I don't mind having some nice standard factions but please don't squeeze the fun out of making custom factions. I suspect you are skimping on your coding work by coding behaviour to race rather than being effected by (faction/sovereign) traits. I hope
[quote who="Sarudak" reply="10" id="3106336"] Also... Where is Carrodus?[/quote] In his counting house, counting out his money. [e digicons]X|[/e]
Even stranger would be to end up with a Temple of Essence in a city which was once 'connected to' a shard but is no longer. This will not happen if the shard actually has to be included in the city walls.
Yes. It always strikes me as strange (particularly before you even have a road to the nearby outpost). I guess it is an invisible magical connection. [e digicons]:|[/e]
Agreed that the description should be consistent with the building requirement. (On a tanget: is it just me or is 'connected to' ambiguous? To me this intimates that the shard is in direct contact with the city, and hence inside the city walls. But I am aware that 'connected to' can also mean, being associated with or shipping it's resource back to the city.)
There is a lot of good stuff to take heed of in Sulla's critique of Civ5. This particularly struck me as relevant to FE beta 2: "the early gameplay in Civ5 now feels like a mad rush to settle the maximum number of cities possible, regardless of location, before the AIs can get to them" But really I am not sure that Civ5 should be the reference for FE. Although it implements some interesting ideas it does not get that 'rare and delicate bala
As to 1) - there is a button labelled spellbook on the lower right of the main screen. Click on it to bring up all the strategic spells you can currently cast. [e digicons]:thumbsup:[/e]
Why should it be? I like this and want more buildings which require resources inside the city walls to be built.
I would like to see the automatic razing of monster lairs dispensed with. Currently this affects low level lairs and certain lairs from opposite faction type. Instead I would like to see Lair Razing as a common spell, 5 mana cost, which all sovereigns start with, that can only be cast in your zone of influence. This would allow more lairs to endure into the mid to late game. These lairs would produce some additional, generally low level, monsters which could be usefu
Building suggestions. For Swamps: Kingdom - Witches Covern, medium labour, -1 mana upkeep, level 2 city. Allows healing potions to be purchased from local shop Empire - Bile Bog, medium labour, -1 mana upkeep, level 2 city. Allows poisoned items to be purchased from local shop. For Deserts: Camera Obscura, high labour, -1 gildar upkeep, level 3 city. +10% research for city, allows movement and sight increase it
I hope that they don't get rid of this feature. Given that they asked us about the city zoom option I believe that they don't intend to get rid of it and don't have auto-placement in mind as the only option. I agree it could be given some love and made more strategically interesting/relevant. There are building requirements which need certain resources within your city to build. There could be more of these (need iron in the city for blacksmith, anyone?
[quote who="Frogboy" reply="124" id="3102547"]Quoting feelotraveller, reply 120 Quoting Frogboy, reply 117It'll be at least 4 months before we even start to consider a final release date. That is, even if people said "The game is perfect right now" they'd have to wait at least 4 months because that's the minimum development schedule. This is the best news I have heard all year. Yea I have to admit I just assumed
You CAN edit pioneers currently. Giving them a staff gives them some attack (at no additional cost). I believe the dev's have said that this was not intended (so it will probably get nerfed next patch/beta). Having larger pioneer armies makes larger starting population in cities, if you use them for that.
I would prefer reduced damage and shard bonus instead of multi-turn spell casting.
[quote who="Frogboy" reply="117" id="3100861"]It'll be at least 4 months before we even start to consider a final release date. That is, even if people said "The game is perfect right now" they'd have to wait at least 4 months because that's the minimum development schedule. [/quote] This is the best news I have heard all year. [e digicons]:D[/e]
I couldn't vote for AI as how can it be built for a game which in many purposes does not yet exist? That's a bit over the top but with drastic changes to come it can be pretty hard. First a balanced STRATEGY game - then an AI which can play strategically. (What I mean is that if the AI was built for 0.77 it would be programmed for stacks of doom for the win, if it was built for 0.86 it would be city and zombie spam AI, if it is to be built for a balanced stra
I've had this happen too, dragon statues everywhere...
[quote who="Manii Names" reply="4" id="3096604"] Maybe best if you can choose from 3-6 presets, or at least set up in advance somehow so you are not having to choose it each time combat starts. [/quote] Sword of the Stars did this pretty well. You specified the positioning of your ships on a grid and this template was reused for every battle. You could change it at any time on the strategic map.
Thanks for all the work on performance. It makes an incredible difference for me on my somewhat old rig. [e digicons]:D[/e]
Totally agree it's the worst stat in the game currently. Elsewhere I suggested that Dex be used for encumbrance rather than Str. (Str seems OPed at the moment.)