I, personally, am really enjoying the game pace in beta 4. It finally feels sufficiently epic. Could it use a few tweaks early in the game? Sure. But here's the deal - if you want high production early in the game, you must settle a 4 material location, preferably next to a forest or river for the added prod/mats. The difference in production per material between a 2 mat, 3 mat, and 4 mat initial settlement can cause the appearance of slowing the game dow
mqpiffle
Nevermind. Red gildar font color means gildar per turn is negative, not negative gildar. Somewhat confusing.
Natural Leader is supposed to allow free recruitment of champions, but that's not quite how it's working. In fact at the beginning of the game i'm losing 300 gildar (going into the red) when recruiting champions.
Taking the SDC route this time... *rolls dice* Damn...i guess it's not in the cards for me today. Oh well.
Didn't work for me on reinstall. Try again? Why not.
Having the same problem. Trying a complete uninstall / reinstall to see if it works.
IMO tactical combat terrain modifiers are pretty low on the wish list as of now. As the game currently stands there are plenty of core game mechanics that need to be polished before something that specific even needs to be addressed.
I would say if you're really into fantasy TBS then get in on the FE beta, it could be a fun process for you. But make no mistake about it - FE is not anywhere near complete game at the moment (Beta 3.)
I'm especially liking the new look of the spellbook.
Civ V "uses the queue" much better than Civ IV.
Agree completely with OP. Pioneers are way too important to cost so little.
Karavox is standing in a fortified tile (left.) He is not receiving any boni from said tile.
I strongly disagree with the OP. If the pacing were 'sped up' that would leave little time for exploring and conquering the shattered remains of civilization. The early phase is currently my favorite part of the game. By the time you reach mid-game, the content and AI start to become a little lack-luster.
It's a dangerous world, friend.
Great change log! Go big or go home, indeed.
I would say the OP's observations are spot on. The Eternal Guardian is another subject altogether.
[quote who="Das123" reply="67" id="3151866"]Some spells can start well but become overpowered as you collect shards (eg Heal in my game). Suggest having a mechanic for all spells that use shards in tactical battles to reduce the allowable shard count by one on each use until you have just the vanilla (no-shard) power. Reset each tactical battle. That way the initial usage is more powerful but then it scales down with each usage for that battle.[/quote] Well...if the devs would just ma
Screen capture at turn one. Can see cliffs thru the fog to the north-west.
[quote who="Istari" reply="1" id="3148854"]I think you'll want to wait until beta 4. That's when the final major piece goes in, the city/outpost upgrading system.[/quote] I will miss zooming in to my sprawling cityscapes. [e digicons]:'([/e]
Pioneers should cost WAY (like, totally) more resources to train. They should also have some sort of wage. They should also be designable, like any other unit. EDIT: And no discussion of game mechanics is ever useless or pointless. That's (partially) why these forums exist, to discuss game issues.
[quote who="Malsqueek" reply="17" id="3149697"]So, do you want the AI to be competitive (try to win) or to be challenging?[/quote] The World (monster) AI should be challenging. The Faction AI should try to win via one of the many victory conditions.
Congrats HF! I hope the boys and girls at SD consider using more of your ideas.
Please, go design the perfect game.
[quote]Only wrinkle could be that I didn't start over when 0.913 came out. I continued a game from 0.912.[/quote] Get the iron out.