More playing notes: [Applause] Like the extra cost added to purchasing horses. 120 gildar is a fair amount. [Applause] Really liked that the tactical battle took the dark chasm from nearby on the strategic map and added it to the tactical map. Makes you feel like you are fighting the battle on actual land… [Applause] Really like that you can disenchant your city from the city details window!! Really slick! [Appl
GFireflyE
Imo, enchantments should be balanced as follows: Inspiration - +1 reseach/essence - 10 mana cost - extremely useful and well balanced. Meditation - +1 mana/essence - 10 mana cost - extremely useful and well balanced. Enchanted Hammers - +1 materials - 10 mana cost - acceptable if low unrest, but balanced. Sovereign's Call - +1 growth/essence - 20 mana cost - extremely useful and well balanced. Oppression - 10% unrest re
Cool. I hope the city has turned into a lair of that monster type and is spawning all sorts of evil from its city streets...
Sovereign should start with two additional pioneers. [e digicons]XD[/e] Saves some of that early game queue time....
Yeah, I've mentioned this one a few times. It's really annoying cause what is happening is the first click brings up the city UI, and the second click assumes you want to build the topmost highlighted building from the build list. I definately agree that double-click should bring up the city details screen. I strongly recommend that the build list NOT have the top item highlighted so that there is no chance of accidental builds. There are times where it is possib
[quote who="ins2" reply="20" id="3238997"] Quoting Glazunov1, reply 19 Quoting GFireflyE, reply 16[Balance] Inspiration is extremely powerful at the very beginning of the game. It cuts your research by half! Run that one by me, again? Casting Inspiration on a city cut your research by half? I've been using it in the latest beta, and without fail it's increased research. Of course, if you have a lot of unrest, it won't increase thi
Ready for more game time. I am currently at season 57 and just installed the 0.981.2 patch (had to get rid of that ping!). Yes…. I’m loading my old game. As I understand, not much has changed to impact crashes. We’ll see where this goes… [Suggestion] Would be nice if the saved game automatically attached the season # you were on. [Bug] That ‘ping’ when you select units is still there. Noooo! [Crash]
[quote who="Trojasmic" reply="5" id="3238697"] Quoting DsRaider, reply 2 Can we also get a Adventurer's Boon nerf. At +10 hp it's a no brainer, and is counteracting the champion hp nerf. Dude, it was already nerfed. It was 15 before. It's starting to become not worth it. [/quote] Agreed. +10 is right about where it should be.
Interesting idea. Definately has potential. I would recommend that the Path of the Govenor receive the ability ot build roads right away. The fact that it's a separate rare feat is just too annoying. Merging with the OP's idea, it would be icing on the cake if the govenor could build stretches of road from the same confines of his own city.
I'll pick Path of the Defender over Path of the Warrior everytime. The extra 30 health is amazing! So much so, that I saw the balanced the Adventurers Boon feat to grant 10 hp instead of the previous 15....and it's still a rare feat. imo, defender should only have +1/lvl and maybe a bit of a higher initiative so that the hero can move into the enemies path quicker to absorb the blows.
I almost clicked 'good', but my cursor ended up over 'fair'. Don't get me wrong, it's a good game...but...the replayability just isn't there yet. Come turn 100, it's a boring world. However, that said, I've been really impressed with the number of balance issues and bug fixes that have been dealt with over the past week. Therefore, I can definately see beta 5D getting a 'good' from me if trends continue. If the replayability in
[quote who="Frogboy" reply="9" id="3238347"]Great feedback! Thank you! [/quote] Your welcome. [e digicons]B)[/e] [quote who="Frogboy" reply="9" id="3238347"] The biggest pet peeve I'm having, by far, is the bug that relations aren't initiated until actually come into contact with a unit. Apparently this occurred during an optimization of the FOW code. It's being fixed today but won't go in until next Thursday. [/quote]</
That first 'ping' was a splinter right into my eye....the second was 100x worse. Very relieved it is gone/adjusted/changed/whatever.
[quote who="Gaunathor" reply="2" id="3238176"] Nice list! 2. This seems to be fixed with the 0.981.2 patch. 3. No, it works until combat is over. 5. My guess is, that you need to meet one of their units to start diplomatic relations. [/quote] 2. There's a 0.981.2 ?? Why not just call it 0.982 ?? Do you know when it'll be released and where it was mentioned that they fixed that aggravating ping? 3. My apologie
[quote who="TheProgress" reply="2" id="3237988"]... I have never ever seen that. Thanks. [/quote] That at least needed some eyes popping out. [e digicons]:omg:[/e]
So, 0.981 has been released and I've been playing... Had a city where a forest was located diagonal to it. I was unable to build a lumber mill right away. However, once a few other buildings were placed adjacent to the forest, the option eventually showed up to build the lumber mill. I have not tried to 'snake' more than this distance yet. Has anyone had successful snaking experiances such that we can confirm Stardock reintroduced this mechanic back into the
[0.981.1] Beta 5C for Game Nine: [0.981.2] Beta 5C for Game Ten: Comments/Bugs/Balance/Tweaks/Suggestions/Etc Game Stats are as follows: Map: Random World Size: Medium Map Type: Balanced Wildlands: Many Champions: Moderate Quests: Plenty Difficulty: Normal Monsters: Dense Pacing: Normal Magic: Moderate Resources: Moderate Random Events: Mo
[e digicons]:borg:[/e]
Maybe haste just has to be nurfed to: +1 init +1 init/air shard Thus, casting haste with 0 air shards is equivelant to the quickness feat. Both are desireable. If you have 4-5 shards, your in the +5 range. Still good, but not +16 good.
Civ IV had this in the form of colonies. Worst mechanic ever, imo, as the AI never did what you would have intended them to do, and they always eventually turned against you. Similarly, having the AI take over aspects of management for your city developments would be tricky as everything is tied down to a single queue.
K, but what happens when some of those units die, and the animation only depicts 1 or 2 units? Do they still receive the swarm bonus from 9?
Also note that earth magic really comes in handy here, as you can raise and lower terrain, and once level, gives you addition space to expand your city. I've done this many times on the edge of the ocean. Dont' know about up against mountains.
I'll toss my idea here too: Have the tatical map decrease in size every X turns. This allows units to initially kite, but with a time limit, as eventually they must duke it out in melee.
Another option, though this would most likely be a 'feature', would be to decrease the size of the tatical map every X turns. This way, ranged units are welcome to kite...but eventually they're going to run out of room to kite.
[quote who="Simplicity123" reply="120" id="3237495"] See, I think the argument you're making leads to the exact opposite conclusion. First impressions *count* now more than ever. GalCiv:TA *is* a great game. It was not as good of a game when it released, but it was still pretty fun in the intial release stage. Was it a great game at release? No. Probably not. And that's why it's not in that list. But then it was released i