Glazunov1

Glazunov1

Joined Member # 4194303
85 Posts 1,589 Replies 24,096 Reputation

[quote who="mastroego" reply="123" id="3136217"]@Glazunov1 That said, Frogboy DID start a poll and ask for a "verdict". Since they've been asked, you'd think people would be free to state their opinions without being told once again that FE might not be the game for them. After all, they're either new, paying customers, or people who have been patiently and loyally waiting for a while around here.[/quote] I can't and won't argue with any o

323 Replies 256,106 Views

[quote who="joasoze" reply="8" id="3136053"]I think this new version broke the war AI somehow. In Beta 2 I got attacked by waves of enemy armies. Now its nothing.[/quote] What are you playing against? I regularly get attacked by waves of armies from empires when playing kingdoms. I've even gotten attacked by another kingdom, despite strong diplomatic pluses, because their military was immensely stronger than my own. They then launched powerful stac

16 Replies 4,532 Views

[quote who="Heavenfall" reply="105" id="3136106"]I wish Frogboy would be able to say "we like this mechanic, we will keep it" without people regressing to E:wom release, proclaiming Frogboy's greatest error is not listening to them.[/quote] Agreed. There's a perception on the part of all of us human types that we know better than the creator/designer of anything about what would work and sell--and a sense of outrage if we're invited to give our opinion

323 Replies 256,106 Views

[quote who="DarkSide73" reply="117" id="3136143"]As far as spells it needs to be made clear from the Cloth view if your city has a negative spell on it. The computer was spamming one of my cities with a spell and I was unable to notice it until I zoomed into the city.[/quote] It would be nice if we could hover over a spell symbol on top of a city, and get a popup of what spell it is, perhaps with the effects.

323 Replies 256,106 Views

[quote who="Stupidity10" reply="3" id="3135753"]The AI, especially friendly ones never seem to attack you, ive only ever been attacked by Yithril and they sucked at it.[/quote] I wouldn't expect friendly AIs to attack you, though it has happened in one game, where I gave unusual starting bonuses to Gilden. Despite all positive diplomatic bonuses with Tarth and mine (Pariden), we were both attacked. I would expect an empire to attac

16 Replies 4,532 Views

I'd like to see some occasional seasonal effects: a lot of tree color in autumn, more vernal coloration in spring. Winter squalls. What about adding different types of roofs to the different racial culture buildings? Minarets for one, shining domes for another. Trees among the wood buildings of Tarth, including a few tree-housed buildings. Pariden with lighter, brighter colors, translucent. Roiling, purple clouds over Resoln. Fier

44 Replies 170,374 Views

[quote who="Stupidity10" reply="50" id="3135763"] In the current build anyway I find the the lack of threat makes it very easy to operate with low taxes, the production and research is far more valuable.[/quote] Perhaps allow the user to choose two things: whether there will be wandering monsters spawned at random, and also, the distance at which settled monsters will feel that their territory has been invaded, and attack. I think the latter is currently set

323 Replies 256,106 Views

I voted good. I think that's the level the game is at, right now. It's still lacking in enough distinction between the various factions in terms of both immediate "feel" and (in some cases, only) longterm gameplay, but it's really getting there. I like playing magic users (though I'll also play others, occasionally), and I've been focusing on Pariden. I'm constantly faced with making meaningful choices. Take the early game

323 Replies 256,106 Views

I really like the series of info screens under Govern. They contain good, useful information, well organized, and with a nice visual flavor. Just a couple of suggestions to consider: First, add in a screen that lets you look at cities indexed by different buildings. That way, if you want to find all cities that have barracks, you can click once, and see them at a glance. Click on the city itself in the spreadsheet, and you go to

0 Replies 1,463 Views

[quote quoting="post"] 1a) Monsters are so weak and spawn so rarely that troops are unecessary, they are Sov food.[/quote] Not to argue this point, but I think it depends on your nation. My Pariden sovereign does about 6 points of melee damage at level 10--and while she has good power for spell damage, mana is a resource that has to be carefully husbanded in a game where it's sparse or moderate. She's spelled up a level 8 champion who does abou

2 Replies 7,643 Views

Also consider adding just a touch of variety to cities--perhaps one more color, so that buildings stand out more from each other.

44 Replies 170,374 Views

I'd second this. I'd actually like to see the ability not only to trade units, but as in GalCiv2, receive free units from an ally in time of war.

1 Replies 3,084 Views

Not a problem. :) I agree, I'd like to see the Yithril as a very individualized force, something like the horse archer barbarians of yore: fast but primitive, relying upon speed, ranged attacks, and threats to achieve their goals before other, more sophisticated races meet them head on. Given an early enough start, with horses and bows, they could create a steamroller effect. Playing them should be a challenge, and a very different game from the others--

12 Replies 3,195 Views

Congratulations, you've won a long game! But you really don't want to let the experience go. You want a memorial to it. I"m suggesting a natural language record, a kind of monk's chronicle narrative of your sovereign's reign. Stating in what year you founded X city, and then discovered the champion Y upon the ABC plain--a hero of great magical skill in fire and air, who aided you in your adventures. With emphasis on the quests you

1 Replies 2,197 Views

[quote who="DsRaider" reply="4" id="3134737"] Ya it just seems weird to me that the barbarian style races are building schools and universities. I have been trying to think up a way for them to gain research in a unique way that will help differentiate civilized factions from barbarian ones. [/quote] First idea: what about giving them a a cheap special unit that works only in their own territory, and converts magic at the shard source into research? &

12 Replies 3,195 Views

[quote who="parrottmath" reply="2" id="3134756"]There should be a way to distinguish between the factions of the same type. I like the idea of creating a civil war senario, but the faction power box would be all but useless. I recommend adding the sovereign name to distinguish between the factions. Another option is to allow the player to write their own faction names in game for each of the players.[/quote] Good ideas both. I'd just add the color should

5 Replies 1,454 Views

Swarm spider groups appear after a quest in which you disturb a nest of spiders, brushing small ones aside. But they appear on mountain sides, river edges, and on the top of crevasse/vaults, where they can't be attacked except by spells--in some cases. In others, they just become ornamental.

0 Replies 917 Views

When the Blizzard spell is cast in tactical combat, it cannot "see" enemy units. Hovering the wand cursor over them gets a statement that enemies must be targeted.

0 Replies 442 Views

[quote who="OrionM42" reply="7" id="3134451"] There IS a partial remedy for this issue, built into v0.90 ! In my current game, one of the Magic Items that I was able to pick up, from a minor Quest, was called: "Restoration Potion" . It was described as restoring a hero's health (up to 100 hit points!) immediately, AND " removing all injuries champions have from escaping combat". Sure enough, I passed i

12 Replies 51,368 Views

[quote who="DsRaider" reply="4" id="3134350"]Maybe when you level up instead of choosing a trait you could choose to remove a negative one, that way you can get rid of the really bad injuries. Also a limit of 3-4 injuries wouldn't be a bad idea in order to help the AI out.[/quote] That's interesting. If a champion dies in battle and only loses their last perk, dropping to the start of the level below, they can more easily make up the difference in an exper

12 Replies 51,368 Views

This game mechanism frankly puzzles me. I've built up a champion over time with what seem like small, incremental improvements, for the most part--and then they die in battle, only to end up with a a permanent and frequently more aggressive malus. The moral would seem to be, never enter a battle that there's any possibility of losing. But as most of us like to try our luck and skill in them--it's after all one reason we play games at all levels--this seems unprod

12 Replies 51,368 Views