[quote who="Gorde" reply="10" id="3211380"]A level 5 spell is now (appropriately) hard to come by with the higher xp/level curve, so the level 5 earth spell, even if it -did- perform this task, would not remove the poor mechanics of the lost fertility. A current workaround: It seems fertility is recalculated when a new structure is placed nearby. I've had several outpost placements reveal town sites that were not there before the outpost, so often when I
GFireflyE
[quote who="j_wl_b" reply="24" id="3211340"]This may be just a little over the top but perhaps a solution to sovs leveling to slow might be for sovs to pick two traits at level up instead of one. Note this would only be for sovs not other heros. [/quote] This is an interesting idea....makes your sovreign intergral to all the important parts of the game as he/she is the obvious strongest character in the game...
Agreed. Often times when you initiate an action, whether that me movement, or quest, or loot, the game tries moving you prematurely to the next commandable unit in the list, causing complications and often making you search for your unit again.
I agree. Having a razed city is definately crippling, not only when you don't like the AI's location of choosing, but especially if it's your own. I like how there are spells available to you...eventually...to restore the land so that you can build again. I don't like how those spells are hard to come by, such that by the time you finally get them, you're put too far behind in the game to still be competitive. I recommend adding a
[quote who="Murteas" reply="7" id="3210582"]blame the memory limits of 32 bit OSes [/quote] Wow. That's unfair. I run 32-bit and don't have any problems with the game, even on maximum settings. As to the topic on hand: I agree, FE fills up fast. You need to pioneer spam quickly in order to claim your turf. Increasing the monster difficulty on the low end, and decreasing the monster difficulty on the high end will balance that out I think... Ideally
Personally, I don't think a 'burned down' forest should limit your movement....
I agree that the 3 turn min for building has detrimental impact on city queue times, especially when it comes to resource and outpost upgrades. I initials should be dropped down to 2 turns min....but if you upgrade a shard to a shrine, it takes 3 turns, and if you upgrade a shrine to a (whatever is next) it costs you 4 turns....etc. Same can be said for resources. Also outpost upgrades, each additional upgrade to an outpost should cost more time than the one previous. I imagine
[quote who="BlackRainZ" reply="19" id="3211275"]just so you know, if you get the bug where you can't end your turn because you can't see the button, you don't have to hit auto play. Just hit spacebar and it will end the units turn. [/quote] Awesome! Didn't know that. Thanks!
I've taken a moment here and condensed all recommendations I've made on other threads, and merged them into this thread as I came across the situations. Feel free to re-read (if not already done so) the green highlights . Future considerations made in other threads will also be merged into this thread aswell, maintaining the green highlight approach so they can easily be picked out. Thanks</
Perhaps. I enjoy the RPG element to be throughout the whole game. 'Switching gears' isn't the best way to go about it either...cause then there might as well be two games.... I'm really hoping this game fills the 'hero defending his realm' aspect. Example: Just finished watching "Naussica, Valley of the Wind". Hero (Naussica) protects her small realm from all sort of chaos and devastation around, including monsters, foreign armies, and even t
Not so much specifc leader comment...more so about factions themselves: Still seems like it takes quite a bit to get underway, techologically speaking as well as civilizational speaking. I recommend that each faction start off with 1 (and perhaps the two weakest factions start of with 2) technologies; each faction having a tech that meets their overall personality. This would GREATLY help get the game underway. I also recommend, and I've said this in other threads,
I would have though that any quest that is rpg directed, aka, pushes the plot and storyline of the game, would only be avaialble to the player. Shocking to think that the AI is able to take the EPIC quests away from you...
I did write up an idea about roaming monsters, but I forget in which thread, so I'll write it again. [e digicons]:grin:[/e] : Basically, design monsters such that they can be liked to a 'zone of control' iconed by their 'lair'. Differnt lairs can have different zones of control. Dragons may have a 9x9 area where they attack anything that enters. The obsidian golem may only have a 3x3 where it only attacks if you try to
[quote who="gumbostu" reply="75" id="3210671"] It's good to see this conversation is being revived since (at least according to the latest game I've played of Beta 4) pioneer spam is still problematic. In the game I just played I had to effectively outpost and found cities over my area that I wouldn't have normally done to block off other computer players that were sending in pioneers and refusing to talk to me when I went to demand that they remove them. As the OP
This. Very interesting idea and would definately add 'rpg' element to the game. I like it.
[quote] I hate the pioneer spam. There is no longer the 'feel' of fighting your way into the wasteland and carving out a place to live. my most recent game i got out pioneered with amazing speed. If you do not scout with pioneers.... the AI WILL Hose you on cities.... example. 5 grain 3 material 2 essence GREAT my first expansion city.. oh look that amazing tile has a death dragon right next to it... i THOUGHT it would be safe until i can cle
@ Glazunov1 To clarify; [quote] There is an option for manual building placement, but it's turned off at game start. I agree, it should be on. I think there are currently problems with the placement of some buildings, however. [/quote] Double-clicking on the city however
Game 4 : Let’s try Oracle Ceresa K, I’m not Emperor Palpatine here. What’s with all the thunder? It’s too much. City queue doesn’t work properly. Often times when I order the queue and then come back to it, it’s not in the same order that I first ordered it in. The infection spell did not work. There is a massive dragon right by my se
But if the bonuses to the city aren't 'comparable' to going out and fighting, then no hero will be an administrator...unless there is nothing to fight. There should be strategic decision involved in keeping him back or loosing him upon the ravaging world. I do agree that an administrator should level slower than an adventurer. Just saying that the city bonus should somehow comparably close the gap between the two... EDIT: Just found out that building
[quote who="Kongdej" reply="2" id="3209909"] Quoting GFireflyE, reply 1 Wargs, IMO, should be rarer and better than horses in almost every way... I don't agree that they should be better than Horses in every way, I will find it a damn shame if there is no point in horses after getting Wargs, especially with the dodgy system usually giving me Wargs before Horses. So I think at least horses should be more easily accessible (A spe
In my current game, only my captial has access to essence, and it's not built near a magical thing. Other cities are built by magical things and don't have access to essence. I understand that essence is important, and thus should be considered 'rare'. However, this is a game about magic. Kinda sucks if you have an empire without essence. Maybe for the other races, the scrying pool can be built, but needs a later tech to do it? Still like the idea
Wargs, imo, should be rarer and better than horses in almost every way...
Maybe monsters need a 'roaming' distance from there lair? Maybe different monsters get different distances? Also, what actually controlled WHEN a monster is aggro'd? I had cases when I just walk beside the monster and he attacks. I had cases when the monster started ramaging 2 turns after I walked by. I had cases when the monster started ramaging when it entered my zone of control. I had cases when the monster started ramp
I think that when your city reaches level 2, and if you chose the fortress type, then you should get walls for free right then and there. Other towns and conclaves should still be able to build walls...you just have to queue them. There also should be a spell to cast 'walls' on your city, imo....as well as 'firewall' and 'wind wall' and maybe even 'moat'. This way, each of the elements has some way of magically defending there cities. Each