[quote who="Mtrixis" reply="39" id="3064812"]Plus the weirdness of the instantly transported resources from half the world away.[/quote] It's magic!
mqpiffle
I agree (and this has been stated by someone else somewhere else): There ought to be separate and distinct sliders for AI "Intelligence" Boni, AI Economic Boni, AI Military Boni, AI Production Boni, AI Resource/Start Location Boni, etc.
Well both of those "other side of the coin" points are fairly nit-picky, and I would still highly prefer splitting xp over bloating xp, but I'll play the game as they have it and then report my thoughts later.
That's a smart AI, there!
[quote who="mqpiffle" reply="26" id="3063796"] + Increased the XP needed between levels Derek, Please think about changing the xp gained after battles from the current system of every unit involved on the winning side gains the full xp value of the defeated party to every unit involved on the winning side gets a share of the full xp value of the defeated party. As it is now, the system promotes a "kitchen sink" part
[quote who="Mtrixis" reply="32" id="3064008"]I don't have much interest in dynasties, but I do think that the current implementation of hero acquisition is _very_ bad. There are balance problems all over the place with having randomly placed heroes that can be killed by the AI. The players (and the AI) need a way of 'generating' new heroes via payment/research/etc.[/quote] Yup. High population + high level buildings = greater chance to pop heroes. Or one or t
[quote who="Markon" reply="9" id="3063120"]While i love the idea of shared XP, the danger with splitting it perfectly evenly becomes this: "Player A, through luck and skill, has managed to take 2 heroes and level them very high quite quickly. Player B, being more cautious, and not being nearly as luck as player A (no fault of his own) has 4 heroes that have been traveling together, and that have gotten a few level ups.  
Kinda like the Great Person mechanic in Civ IV / Civ V.
I want giant flying boat-like cyber-steam-punk death-dinosaurs. Let the devs get what they want out of the core game mechanics first, then maybe we will see something like boats, sea resources, and nautical monsters in a future version. I do think it would be seriously amazing to embark my heroes on Ulysses-like adventures.
[quote who="Heavenfall" reply="7" id="3064497"]I don't have a better phrase, fuck you)[/quote] I'm currently taking this personally.
I like this. I will add more thoughts after I get to play through the game, but I like the concept of differing types of outposts.
[quote]+ Increased the XP needed between levels [/quote] Derek, Please think about changing the xp gained after battles from the current system of every unit involved on the winning side gains the full xp value of the defeated party to every unit involved on the winning side gets a share of the full xp value of the defeated party . As it is now, the system promotes a "kitchen sink" party banding method, whe
This is already on the things to do list as far as we know.
When the time comes for modding some XML, you can call on me if you need the manpower.
Leveling their toons in SWTOR is my guess.
I would personally vote for one tree with three separate main branches.
That looks...like it needs to be fixed...
That's what these forums are all about. And, Frogboy just confirmed that everyone that purchased the game prior to Nov 1, 2010 will be in the beta on Thursday! Woo-hoo!
[quote who="Cruxador" reply="44" id="3063596"]Agree. A civ style system where roads provide trade and unit move bonuses would be great. I disagree. Civ roads are a hassle.[/quote] Yeah I guess I misrepresented myself there. I definitely do not want workers building roads.
Holy Joan Rivers!!!
[quote who="DexCisco" reply="126" id="3063570"]Here is a suggestion for experience distribution: If you have a high level unit stacked with a bunch of lower level units, the assumption is that the higher level unit does most of the work in winning the battle, whether actively (damage) or passively (leadership bonuses, healing, buffs) So why not distribute the experience based on the total levels of the surviving units, or flatten the distribution a little with a constant.[/quote]</
And I thought I was being rather nice... [e digicons]O:)[/e]
[quote who="rillifane" reply="122" id="3063532"] this is not an rpg[/quote] Incorrect. [quote who="rillifane" reply="122" id="3063532"]this is a strategy game[/quote] Correct. [quote who="rillifane" reply="122" id="3063532"]The reason I feel I need to point this out is because while they may both have a couple similar elements they are in fact completely different systems. Perhaps the main difference being that in an rpg it focuses on the few and you can get by
[quote who="jecjackal" reply="4" id="3063504"]I would prefer they have AI difficulty sliders. One for intelligence, 1 for stats, 1 for econ.[/quote] Fine idea, here.
[e digicons]k1[/e]