Yes, this bug makes the juggernauts unplayable. But I like the idea.
sinusgamma
Yes, they work as armies, not as heroes.
To train people takes time, even if you have the strongest economy. You can accelerate the manufacturing, but the education takes some time with the best teachers as well. So try to adapt this approach if it annoys you. But this mechanism bring balance to the game.
"At this point the AI often just stick to armies with 3-4 units while you have full armies of 7-8 units. This makes midgame too easy. When this is fixed, you will have a more challenging game. " :) I hope you will be right!
The ZoC would slow down a bit the conquer progress, but only a bit. The player could use it well, the AI not so well. At the and we have a new opprtunity, where we are better than the AI. On the other hand: The AI must split its armies. There must be an army outside to block your way, and there must be troops in the city. What is the better option? To split its army, or to defend the city with all of its units?
But we need something that makes the overexpanding harder. If you want to play a long game, then you let the AI grow. But if you want to win the game, you just attack their cities, demand surrender end in a short time you win. Yes, the monsters are problem for a while, especialy in the early game. But a bit later they doesn't really limit you. And I think I didn't make too hard suggestions. With this mechanism the first four-five cities would be easy to keep
I tryed to invent a mechanism, which relatively easy to script, doesn't turn upside the recent mechanism and helps the small. Oh, and think this isn't prevent the AI to conquer towns, because this idea doesn't give more deffense to towns. the post: https://forums.elementalgame.com/424857
I don't like, that I can build a very large empire without any real penalty. To keep together a large empire always was difficult. Rebellions, seceders, lack of real influence in the distant parts of the empire. The other problem with this, that it enable you to conquer everything before you reach the 2/3 of the techtree. So you can't fight with your best units against the other factions best. Or you can play on hard or above, which leads to the stream
I like the idea giving resist to some factions. And a very powerful spell could have side effects. For example the Dirge of Ceresa could affect the own army as well, but with weaker effect. For example could damage 25 per cent of the original damage on my units.
I like the difficulties to find a good place for the second city. And as josoze mentioned you don't need lots of cities to compete against the other factions. There was problem with city spaming earlier. I think the recent mechanism solved them. In the middle game I always have enough cities to deal. Closer cities would be a hadache after a while if you want to build an empire.
I think the "Dirge of Ceresa" is far too overpowered. I can kill with this spell any army. I am droped behind in the tech tree, I havent got a decent army, I have only one deathshard, but I can devastate any army of the other faction. It deals poison damage, so it doesn't kill a lot of monster, but the armies of other factions have no chance. This spell couldn't be accesible in early game. But see: the spell: All enemy unit take 6 (+3 per DS) poison damage PER ME
If I make a custom fallen race for my new sovereign the buildingstyle of the new race will be kingdom. I made a wraith and a trog race and I checked the empire option under ideology in the menu.
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There are a lot of variations which could be good. My problem with 6/7/8/9 is that it would need the total rebalance of the early game because of the doubled size of the parties (3 -> 6). But with proper balance it could work. I think the devs should test it. To Replicators : Your idea can be g
I think the four army quantity is against the balance of the game. I think it a goog idea, but I feel it unbalanced at its present state. See my problem: When you are going trough the techtree, you are receiving better equipment, larger army size (from 4 to 9), and larger army quantity (3/5/7/9). These changes would make a difference alone, but together they boost too fast the player's advantage. I dont think the AI to be able to exploit this oppor
I understand your critics, and I agree with you, when you are criticising some aspect of FE. But you really think Warlock to be a good game??? To be honest I waited for Warlock as well. But when I played the demo I was very disappointed. Its complexity is far from CivV, and after some gameplay you will find it boring. They made a very plane game. At the first few game can be interesting, but later . . .
I think the Scholar talent too strong. At the beginning of the game it rush your technology. Maybe +3 or +4 research would be enough enstead of +5. If you choos the Hardy talent (+2 hp/level, half poison), and the Scarred weaknes (-1 hp/level, heal 1hp/season), then you spent 0 points, but you have 1 hp/level, half poison and heal 1 hp/season. Scarred could be -1 hp/level and -5% xp for example.
Thank you, it somehow escaped my attention.
So, where can I disable the zoom limiter in 0.90? In the changelog it is mentioned. (+ If players disable the zoom limiter, they can now get much, much closer to the map) Thanks
So, where can I disable the zoom limiter in 0.90? In the changelog it is mentioned. (+ If players disable the zoom limiter, they can now get much, much closer to the map) Thanks
First: I am very happy because of the goals. And some idea: Yes, these nations are new. So it is very difficult to distinguish between them. We don't know them. But if they were elves, orcs, dwarfs . . . the developers wouldn't inquire about our ideas. With the ideas of the community i hope they will make very interesting factions. But in this case they can't miss an important thing. They have to make a story for each faction which explain their cult
My vote: - Faction differentiation: 1. buildings: all factions have to have a unique buildingstyle - with this engine it's childplay to make new building modells, i don't understand why have missed this opportunity this game so far 2. units: the armors could represent the ethnic differetiation as well - it would be cool if you could distinguish between nations by looking at the armors what the units are wearing. So I would like to see nations with their
You are right. It is possible to make a spell with similar effects in a more simple way. But this can give you an other feeling and needs more tactic. But it requires a lot of coding . . . yes. And i think it is too complicated to teach the AI to use it properly. So i don't think that in this way this spell could be part of the new spells. But every idea can lead to an other idea :) For example you said: "You could just make a spell that makes the next 2 or 3 attacks/
I think this spell could be very funny. On tactical battles it could cause a lots of surprise to anybody. (Excuse me for my bad english.) The spell: When a chaneller cast this spell, on the adjacent tiles (random adjacent tiles) appears one or two max three (depends on spell level) clones. Additionaly the chaneller randomly changes place with its clones (or stay), so the enemy doesn't know where is the chaneller. The clones behave exactly as the chaneller. T
Hey, this is one of my favorite graphicstyles.