I concur with DexCisco. As for the rest, I'll handle my own courier arrangements.
loggerhead_shrike
I like the design, even the bonuses in food, materials, and research. It adds flavor. I also like the idea of an outpost being able to exploit the resources as an alternative to a city (when those resources are comparatively poor and you want to claim the spot, but not necessarily build a city). I do not like outpost or city spam (and beta 4 is much more prone to city and outpost spamming in my opinion). As a solution, I am an advocate of allowing a fixed number of outp
The screen does not display properly (show stopper) ... game display about half the size as it should be and confined to the upper left side of the screen. Task bar does not go away even when maximized (with 'desktop' setting). The buttons can be activated and worked if I guess the approximate location of where they should be displayed (difficult to perform). Changing resolution in this manner does not alleviate the issue, although the screen display will fill the entire window. Brief
KingHobbit: Yes, that would be cool to include an injury like a lost arm; however, they would need to add code to prevent two handed weapons, shields, and possibly penalize the offhand strike. I like it, but I'll bet they consider it too complicated.
Leeboy26: This idea that there is only one way to approach a computer game has come up previously, although they did it with less respect than you have shown. I ignored them, but for you I will respond. You are probably a competitive player. You might see the game as a series of obstacles to conquer and achieve satisfaction in your accomplishment, in winning. That's poker ... it's the end that matters. I have no issue with that. I am not a competitive player. I have al
Malsqueek: this is a great design, but I think re-spawning should apply to all creature types for uncontrolled areas.
Mick Jagger also said "... God gave me everything I wanted ..." (although the first song was infinity superior) Scorched earth is a terrible idea ... and I'll bet it's a bug-feature more than a feature. Personally, I think the current system is a little limited anyway, but thats an argument for a later version of the game. Just what are they doing in Beta 4 for the city building system? Any substantiated rumors? I hope they are thinking single tile or single-tile
stein220: The problem is that the permanent injuries do not work effectively as a middle ground if they are always permanent and severe. Champions bring a lot of flavor to the game and add persona to your kingdom/empire. With no reasonable chance of a temporary injury or cure, I will always reload when they fall (or abandon the game) ... I would prefer the champion dead than riddled with a list of maladies, often ridiculous (Typhoid either kills you or it doesn't and a gangrene hand would
KingHobbit: The fundamental problem is that champions are SOVEREIGNs. The original concept was much better, I agree, although I think that having a few natural CHANNELERs, dedicated sorcerers with expertise in a single school, would be good. The remaining champions should be tanks, admininistrators, etc. In truth, I dislike the proliferation of Sovereigns so much I am inclined to MOD the game file.
I have noticed this one as well ... female story and voice, male icon and card. I have noticed many other inconsistencies with champions and not a few spelling mistakes. They need to clean this up ...
KingHobbit, we are not totally at odds. I don't have any problem with a chance for death ... but it's only one outcome from a scale of outcomes. Champions are too rare, too useful, and too essential to game value to allow them to be reduced by a half dozen permanent injuries. Also, the world is just to dangerous (and equipment too hard to obtain ... especially in the early stages) to avoid having them fall in battle. As a compromise, if the battle is won the injure
I HATE the wonders. They are a Civilization concept, I say leave them with Civilization. I do like the idea of factional wonders (a very strong feature) and the 'one per faction' improvements. So I am in your camp on this, Kongdej. The opinion seems fairly polarized one way or another. Maybe there should be a 'Preferences' check-box as a compromise. Let us turn them off if we don't like them.
KingHobbit, I have experienced this nonsense too ... and the monsters will travel a long distance to get to you. The AI is obviously still a work in progress. Lord Xia, I totally agree with you that cities and outposts are too easily created and too easily destroyed. I don't know why they don't make cities hard to capture, hard to build. Whatever happened to the idea of siege warfare? Make the attacker work hard to capture a city, not just rely on a series of back and fo
This feature is a reload 100% of the time. I do not like the current implementation at all ... how does a person get permanent pneumonia? About half of these afflictions should expire after a given number of turns. The other half, say blind in one eye, could be permanent. It's an easy fix and makes the feature more compelling. Maybe include a high level spell, obtained through the tech tree, that is expensive in both mana and money but can remove one chosen affliction per
A very well thought out and written post. I agree there are issues with city character that might be addressed by considering the local environment. As for city bonuses, I wouldn't make them exclusive. I would allow the player to choose one that can be built cheaply and the remaining four available at CONSIDERABLY higher cost (at a premium, actually). The justification is that these improvements require the recruitment of specialists (i.e. the gallows would require a magistr
To whom it may concern at Stardock, I have invested an extensive amount of time testing Elemental and the Fallen Enchantress Beta and have arrived at some conclusions that I feel may improve the playability and enjoyment of the final product. I hope that these suggestions are of value to you. 1) Cities: <