[quote who="Heavenfall" reply="17" id="3215146"]Oh god please edit the title of this post, OP. It is figuratively like a stab in my brain every time I have to read it. I'm talking about the spelling of the word "forgottern".[/quote] [e digicons]:P[/e]
DexCisco
I tried making them cost 30 population too. That way you can only build one at the start of the game. The problem is that they are also used for Outposts, so that kinda kills outpost building and gives Pariden a huge advantage.
Monsters definitely need to be more aggressive against Pioneers and new cities. You should be able to build a city within a monster's ZoC, but you will have to station trained troops there to defend it or the monster patrols will come for you. Perhaps giving Pioneers a limit of 1 move per turn would make them more vulnerable to attack and reduce the "rush" aspect of the pioneer rush. They are carying all the necessary materials to build a new city after all. Payi
In an attempt to test a solution to pioneer spamming, I have tried to mod the pioneer unit so that it costs more production and population, but does not create outposts. I also created a copy of the original pioneer unit and renamed it a "Lookout", removing the city creation ability, but keeping the outpost ability. I changed the internal name and description, but the Lookout unit is not showing up in the unit training list. The pioneer is there with its new cost and it cann
Whether it goes away or comes back, right now it seems like a forgotten feature that is still flapping around off to the side somewhere. There are loose ends that need to be added to or cut off.
I don't know if it is a cause, but I have seen this happen when I have unit details window open.
[quote who="mqpiffle" reply="7" id="3214286"]This is fundamentally what taxes do.[/quote] Taxes are much less significant compared to +gildar buildings.
Losing 3 population to build a Pioneer is so insignificant that hardly anyone notices. You have enough population in your first city to build 10 Pioneers and found 10 new cities. Does that not seem odd? Three people start a new city? Founding a new city should be momentous and costly. As long as Pioneers do double duty of building outposts and cities I don't know how you can make building one more significant than the other. I have played a bit with m
Units with regeneration cast on them leave little green sparklies everywhere they stop.
Alot less typo's then before, but there still they're . [e digicons]:grin:[/e]
There was a time when population meant something more than just when your city would level next. A time when it affected more than just how much base taxes a city yielded. Apparently that time has passed. It doesn't mean all that much anymore. Now, you can all but wipe out the population of a city taking it over and it doesn't make much of a difference. Production, Food per grain, research and mana are all created by buildings and base location stats.&nbs
I have suggested adding the ZoC owner to the area that shows the terrain type and movement cost.
Core Abilities Assassin's Tools Unlocks the Poison Vial accesory which adds Tower of the Magi The Tower of the Magi increases the spell re
In a city connected to 2 Clay Quarries, the total materials is correct, but the tooltip only shows +2 materials for 1 Clay Quarry. Not sure if Tremor is removing dodge properly. Shields grant dodge, and that stays after a Tremor, but I think sometimes the native dodge is not removed correctly. There is no way to tell what size a unit building in the build queue is. Build queue tooltips in general need more information. A finished/total production w
Why would you want to build one in the first place? [e digicons]^_^[/e] Good bug report though.
I disagree that Governor = crappy champion. Governor should be a viable, even attractive path choice. Otherwise, why bother?
Here are some things I would suggest: Lairs have "Guardian stack" that never leaves the lair. It can increase in size slowly based on the monster type. The maximum stack size is based on the highest level unit in the stack. monster stacks have a "hunger level". It increases gradually over time, but drops when they attack something. The
[e digicons]5*[/e] Oh please!
I think the city spamming is encouraged by the wussy monsters that don't attack anyone. You used to have to carve out a place for a new city because building near monsters would invite invasion (which it should). Now you can plop down a city beside a strong monster group and they do nothing or run away. I know people whine about aggressive monsters, but if they aren't aggressive, then they aren't really monsters. If the monsters acted like they had a reason
Foreign caravans blocking up my roads are one of my biggest peeves. I am reluctant to enter into trade agreements now because I know it means having those stupid caravans forcing me off the road. I wish that they were passable by default and there were some other way of attacking them, like an action button.
Personally, I like monsters that are agressive and chase people around. What frustrates me are two things, when they don't chase anybody, and when they don't know when to quit chasing. I can't count the number of times I have seen Drakes or Obsidian Golems ( aka Obstacle Gnomes by my kids) standing around right next to AI stacks and doing nothing. You have seen it too I'm sure. That irks me. Also, the aforementioned rampaging epic monsters that so
The way things are now, Governors are in no danger of being overpowered. More like never used. I think that Path of the Govenor should give you a +1 exp per city level per turn bonus (managing a bigger city is more difficult, therefore more exp), but preclude you from having access to some of the more powerful combat skills that are available after you choose your path. When considered over a period of time, 2 or 3 exp per turn isn't really that much experience, co
I really like the new UI what shows what buildings do compared to the present state of the city. It also shows what the buildings do that are listed in the city details. The problem is, if it's in the queue, but you haven't finished it yet, there is nothing that tells you what it does. You could put up the same UI box that is in the build menu as the tooltip for the build queue. Speaking of the build menu, perhaps it could be streamlined now that the build an
Why not just have Pioneers reduce the population of the city that built it by X (50ish?) That way you cannot just immediately build pioneers since there are not enough people to do so. Once you do have enough people, the question is do you want to set your first city back in population and delay leveling the city in order to expand, or do you want to keep the population and therefore the production centralized. The material cost of pioneers would then be secondary to the populatio
It has always confused me why an outpost has a greater ZoC than your newly built city.