Easy. I picture most of my sovereigns as Lawful Evil tyrants who will sacrifice their own mother to efficiency. Hell, all of my heroes get renamed as well. I my current game, I have Araine the Cloudwalker, Magar the Plateclad, Draxus the Mauler. It has been done in real life, you know? By not very nice guys, who took their countries not very nice places.
Tuidjy
I am neutral about the idea of dynasties, but if we get that, can we at least make sure that the kids do not pop out less that 50-60 turns after the wedding? Let them be at least teenagers before I introduce them to the elephant.
Fallen Enchantress is pretty solid, but still, once in a blue moon, I will get a crash. I play without save and restores, so I may not have a save for hours. That's what autosaves are for, right? Not quite. Autosaves are shit. Sometimes all the moves and all the production are zeroed, dominion is completely off, monsters and AIs end up on top of each other, etc... I can see how managing a decent autosave may not be on top of the developers prioritie
I'm with OrionM42 on this one. Give me a checkbox. Random (as it is now) and Balanced (whatever beta testers think is best) My choice for Balanced would 3/3/2, a shard matching the highest path of the sovereign, a hero, a weak quest, and a few weak lairs.
While I agree that the UI can be improved, I have a simple workaround that I have been using since Beta 3, when you still wanted to know a bit more about your city before you choose the improvement. I simply name my cities with their function: Factory IV, Conclave II, Manafont, Bootcamp.
This bug doesn't only happen on reload. I have had it when I had started the sovereign in the same session (and I do not save/restore except when I turn the game off)
Yes, this is one of the frustrating issues that have been with us forever, but must ABSOLUTELY, POSITIVELY be gone before release. All the problems with save games, with simultaneous moves, with henchmen... and my personal favorite, the "Regeneration" spell that has to be recast to take advantage of new Life Shards.
Well, the ones I have seen are humanoids. There's a summoner who sends you to look for his staff, a fighter working for some slavers whose loyalty you can purchase, and a kick-ass champion that you meet in an arena and can spare if you wish. I love getting those quests, because they're all pretty good heroes (the last one is exceptional). Non-humanoid heroes would be nice, but I do not know whether the engine can limit their item selection accordingly. A sq
[quote] there is no where on the settlement HUD or on the Detail screen that tells you which type the city is.[/quote] The city type is listed on the "Improvements" panel in the low left-hand corner of the "Details" screen. Not the most obvious place, but it's there.
I really fail to understand why people love minimum build times. A city already has a measure of its production capacity. It is called, wait for it... production! If a city can produce something in three months why the Hell should it take nine instead? Why do we need to artificially cap and slow down things? You build an outpost that can control four resource, and now your city has to stop and spend three years on developing them? No time to dig a w
I think that by now, the second phase of the game has ended. I have grabbed whatever land I could, and now it is time to build up and specialize my cities, train my heroes and their henchmen, and somehow keep the bloody Empires from invading my Kingdom. Time for my 'points': 1. Pioneer rushing is essential. My custom side is designed for it. I have both master scouts and enchanters, and my two cities were churning out more than one pioneers per turn.&
That would be part of the polish phase of the Beta. To be honest I have never even tried preset teams.
Aligned champions only die when they're sacrificed or when their side is destroyed. In the later case, the sovereign sometimes survives, and joins one of the sides that fought him. Unaligned champions can be killed while waiting for someone to come and hire them. For example, a Kingdom champion could be killed by an Empire nation before a Kingdom sovereign recruits him. Then he is gone for good. Their are champions that are sort of neutral. You enco
Yeah, puts a damper on the idea, doesn't it? :-) No offense meant, but maybe you should play for a while before you start giving suggestions? Just so that you have a better idea what's already there. Otherwise, it is a properly epic idea. Just one that would be EXTREMELY hard to implement.
Yes, diplomacy needs work. Nations should not try to extort their friends, allies should join their partners when they are attacked, and AIs should be quicker to gang up on Warmongers. I hope all these would get worked on in Beta 5.
You should not be able to rush more than one thing per turn, ever. But I see no reason not to be able to build multiple things per turn if you have the production capacity.
Wow! I had never seen this before. Check the picture for turn 42. As Manufactorium sphere of influence expanded, new fertile tiles became available. One is 4/2/4! This is a great game mechanic. Has been around for long or is it new for Beta 4? ///////////// Damn. My game crashed and I have no save since turn 40. The autosaves are all messed up. I'm going to have to replay a few turns. Some things may not
When you configure the AI players before starting the game, you can place some on the same team as yourself. You can make an alliance in game, but neither of the two allows you to share research. You can still trade research though - I always trade/buy all of the technology that I can afford.
Guys, Taltamir was being sarcastic. He wants a stronger TBS, and he was saying, "You devs spent all your effort making a TBS, but the way to win is to play like an RPG. So why don't you just work on that?" while he was wishing that they would actually realize what they have done and balance the TBS elements so they matter more. I guess that I read his post right, because I feel very much the same way as he does.
[quote who="Glazunov1" reply="11" id="3228578"]Tuidjy, SeanW's has a balancing mod that makes champion advancement much slower, and city-derived troops rather better. Lots of other changes, too. You might want to check it out.[/quote] I will, once the game is out. For now I try to spend as much effort on making the base game as much to my liking as possible. After all, we are beta testers. I am drooling over Heavenfall's and SeanW's posts about thei
Fallen Enchantress already has fixed teams, i.e. permanent alliances. You set them when you configure the AI opponents. Unfortunately, those do not share technology trees - they may trade all techs, but that is nowhere as effective. Quite a few games in the past have had that feature, but I have never seen a mod add it. Alpha Centauri and Civ IV(?) had it in the original game. By the way: [quote]Простите за моё знание английского. Со временем мо
[quote who="Heavenfall" reply="7" id="3228560"] There could also be anti-zerg champion traits to help champions deal with large enemy groups (at the expense of not being particularly good at killing monsters or other champs). [/quote] That's exactly it! [quote who="Heavenfall" reply="7" id="3228560"]- reduce the Xp they gain by 50%. This should put you level 9-10 after about 200 turns which should be fairly close to "act 3". No more level 5 spelltraits before any
When I play on Insane, I roll until I get at least 2/4/2. I would be happy with a VERY simple algorithm for random maps: 1. Generate the map as you do now. 2. Find the highest (Resources + essence) value in a 2 tile radius from the player. 3. If the (Resources + essence) is less than 5, increase both values proportionally until you hit 5. (6 for insane) Or alternatively 1. Set the tile underneath the player to 3/3/2 (3/4/2 for insane) <
[quote who="joasoze" reply="5" id="3228552"]If the monsters were tougher you could not solo everything with heroes. Isnt that what you want?[/quote] No, I do not mind soloing monsters. I don't need to, but I do not mind. I mind soloing armies of well-equipped, well-trained AI troops, and taking cities singleheroedly. [quote who="Heavenfall" reply="3" id="3228551"]I really don't see the problem with nerfing champions. I want to nerf them from being able to k
In my games, it is not unusual to have a level 15 sovereign by turn 30. In fact, in my latest one, I hit level 15 on turn 32, and that's on Insane, where monsters have three times the hit points. Of course, Gank, your sovereign was busy taking over an enemy Empire, while the enemy guy was wandering about doing quests and leveling up. History proved YOU right.