[quote who="DanielZKlein" reply="4" id="3147166"]More to the point: has anyone else felt this with Fallen Enchantress? Where your decisions either don't seem to be clearly laid out, don't seem to matter too much, or where feedback from taking decisions arrives very late?[/quote] I feel Elemental offers a variety of strategic choices and affords a great deal a replayability because of those potential choices. Maybe being instantly gratified with swift and deliberate kic
mqpiffle
May the AI is set such that slags won't attack cities?
Maybe on the easier difficulty levels there should be fewer and weaker monster spawns and more city build locations on the map. I personally like the way things are on Challenging right now. I want to tame a ferocious world. Though monsters absolutely attack AI armies in the current build , they could be slightly more aggressive towards AI cities and outposts, IMO.
[quote]How to solve the monster rampage "problem"[/quote] I usually play on Challenging difficulty and can't say I've ever encountered problematic monster rampaging. In fact monsters are finally "Waking up," and their AI seems just about right at this point.
[quote]Anyone else have an issue with game pacing?[/quote] No.
I definitely use Path of the Governor.
[quote who="mbdenton" reply="3" id="3146007"] I know but afaik there is no such thing on tactical map[/quote] Just click on the portrait of the unit whose stats you would like to pull up in the initiative list on the left side of the tactical combat screen.
Sorry, Keith, but it sounds like you want to build a smart phone or nintendo Ds style console game that runs on 8 bits. Not a fan of any of your suggestions. There is definitely a balance between too much and too little in terms of game mechanics and content, but most games these days have WAY too little of both, probably because schools are preaching this as a desired feature of games so more games can be produced for more profit by larger gaming firms. Stardock, for this
Aye. All of the suggestions in this thread are extremely important.
.913 Feedback #4: [Comment] It Hurts So Good. (loud audio, sorry) [video]http://youtu.be/833aY0Sw1ZE[/video]
Just got my ass kicked on challenging AI. I was playing as sloppy as I previously would, and got took to school on the short bus. Kudos Brad!
.913 Feedback #3: [Play-through] Sneak Attack! [video]http://youtu.be/spf9Wond1Kg[/video]
.913 Feedback #2: [Comment] Information Through UI. [video]http://youtu.be/sh7khOteh7I[/video]
.913 Feedback #1: Single unit Darklings. [video]http://youtu.be/QlTBxUjdXJI[/video]
As of now there are eight factions plus wildlands which can be represented on the map. Several colors are too close to distinguish territorial boundaries easily. I suggest changing a few colors around as follows: Ythiril - White Gilden - Yellow Kraxis - Similar Yellow => silver Tarth - Green Wildlands - Similar Green => black Pariden - Light Blue Resoln - Similar Blue => purple Altar - Red Magnar - Si
[quote]I just started a new game and on a medium map Verga started no less than 10 squares away from me. Thats not the problem per se, however I proceeded to watch him B-Line and beat me to 4 goodie boxes and kill one of my possible recruits right in front of me. He even split up his 2nd general/companion to take a 5th goodie box from me. To make matters even better, he killed 2 monster dens before I could even walk there.[/quote] I can't wait to try this out!
I was under the impression that beta 3 was all about faction differentiation....
[quote who="Trojasmic" reply="35" id="3143316"] + Fixed a bug that caused a unit to get an additional action after casting haste Don't fix that... that should be a feature.[/quote] [e digicons]:thumbsdown:[/e]
Well they've decided to make pioneers cheaper than they already were so they're obviously not interested in properly balancing the cost of a pioneer to reflect the supreme importance of the unit's mechanics in the game. Making pioneers MUCH more expensive would be the simple solution.
This is correct.
Honestly fixing these issues will probably come in a later beta build, when they address quests and wildlands.
I would guess the latter.
I see Civilization as being the roots of the tree where Warfare and Magic are two trunks shooting up from those roots. What I would like to see in the Magic tree (still the weakest imo) is cutting off the "exploration" branch and in it's place see more city improvements which deal with mana and crystal. Structures like mana pools, wizard's towers, sorcerer's redoubts, druid's cairns, temples, pyramids, steles, spires, etc. I would love to see factions whi
[quote]I call shenanigans. They need to be toned down, pulled back in aggro, or marked as a more difficult creature and NOT start within 10 tiles of your starting location. After 45 minutes and three restarts to get a not-cornered-in-by-two-opponents starting point, this is a pretty poor thing to have happen. Not fun in the least.[/quote] I think it's fun.
Episode 1: [v.912][Issues] Initiative as it relates to the Impulsive trait and the Battle Cry spell. [video]http://youtu.be/GJuVKAOeztc[/video]