This is... a shame ^_^ Better visual display would show and infinite symbol as time left, but also this would leave a huge question mark for inexperienced players as to what is happening ;) (mostly why it takes forever and a couple of days to build) Sincerely ~ Kongdej
Kongdej
I would help you, but I have noooooo idea what a hash is ^_^ Let alone where to find it Sincerely ~ Kongdej
Define Major change ^_^ still some things I would LOVE to see changed :P but I am quite a critic when it comes to games, only perfection is good enough... and nothing is perfect :P Sincerely ~ Kongdej
[quote who="Tuidjy" reply="11" id="3169724"]2nd build queue does too many negative things to the whole "opportunity cost" aspect of 4x games. From a realism perspective I have no problem with it, and from a gameplay perspective, it works quite well (for example, in Shogun II). I think the way it's right now is fine, though. [/quote] Shogun 2 have another penalty on building buildings than time, every constructing of a building, and training of squads of unit
[quote who="Gazz_" reply="31" id="3169666"]units because some might be hard to spot physically from that altitude.[/quote] I have trouble with any altitudes... except beeing zoomed damn close in. Meaby give monster and unit stacks a "platform" under theyre feet, or a special circle around theyre feet for easy recognition, they are pretty damn important to notice. Now there is monster icons, where is the "Enemy Faction's Units" icon?? Sincerely ~ Kongdej</
[quote who="Trojasmic" reply="7" id="3169621"]Would you settle for a compromise? I like the single queue... makes you think, plan, and squirm. What if we could move things around in the queue w/o penalty? 10 more turns for that almshouse that i've already been building for 20 turns, but i could really use a pioneer right now... no problem... move the pioneer forward, then pickup where you left off making that almshouse.[/quote] That is definetly needed, thought that was
I disagree, I think the current system lets you either pick to build combat troops or upgrade your infrastructure, boosting your economy and building strength for power later on, while troops gives power instantly, if it where to be divided there would be little strategic choice in what to build and when. I do think we need to clean up the buildings, and the ones that work when the construction queue is empty are just sad ^_^ Some time ago I hated long building queues but I th
[quote who="Sethai" reply="6" id="3169519"]Is there any way to disable the reverting back to the starting angle? I'd rather play the game with the camera looking directly north. Also, the starting angle is not quite perfectly aligned to the diagonal, and the pedant in me is infuriated by this.[/quote] Options, find the option that says "Snap back when rotating" and turn it off <img src="http://img600.imageshack.us/img600/4503/snapbackx.png" alt="" width="960" height="540"
Have seen this some times before, more notably my sovereign gets to look like this now and then ^_^ so he can bash everything by running around in circles casting flame dart or using a staff for ranged. A shame autoplay and AI have no tools to overcome such a foe (while a single unit cannot overcome it, 9 units on a combat field should spread out for less places to hide by the hit and run tactic. Killing big monsters by running around a lake and casting flame dart is dow
[quote who="GFireflyE" reply="3" id="3169257"] Thanks for clearing that up. Thought that was the case, but wanted to make sure cause it was pretty...odd....to follow a northernly direction, only to see on the minimap that you were in fact moving west.... [/quote] Think about this nice little thing, every member who isn't going to read the forum is gonna have these... issues :) ok that is directed a little to the team behind Fe too ^_^ <p
[quote who="GFireflyE" reply="6" id="3169162"] Except that the expansion of your city re-terrains the hills flat....you lose that buffer just because your city grew? Doesn't seem quite right.[/quote] pssst, more than 1 hill, silly Sincerely ~ Kongdej
for the 3rd, being attacked while having master scouts: You might be standing in the path of a wandering monster, the description for master scouts should probably reflect the posability of this though. Sincerely ~ Kongdej
[quote who="Das123" reply="5" id="3169179"]I've never really seen the benefits of having the variable numbers of parties in the game. All it does is make the game more difficult to balance.[/quote] I think its fantastic if balanced properly, just needs a balance nut somewhere in the dev department, ^_^ Sincerely ~ Kongdej
You are right, you can change your own camera direction if you wish (You have to find an option called "Snap back" and turn it off) Might still be good to, help newer players not be as confused, (Spin the minimap?) Sincerely ~ Kongdej
[quote who="Derek Paxton" reply="7" id="3169150"] applied the latest patch to my public version of the game before..... [/quote] Oh cool, thank you for sharing, kind of makes me smarter on how little is needed to create a new bug :D Sincerely ~ Kongdej
[quote who="GFireflyE" reply="2" id="3169158"] Just stewing over this a little, but maybe have an 'elite' %chance exist where smaller stacks have a better chance than larger groups due to the focus of training, whether it be off or on the battlefield. This would give the decision to the player to either have smaller groups with a greater % elite chance, or larger groups with a smaller % elite chance. This can always be controlled by the leveling of you
Give traits that allow for better use of small groups, that would be my take, like a trait that gives you +1 defence and attack for each unit in your stack you have less than the attacker / defender (prolly some balancing needed) Small versions of "overpower" (Overpower multiplies the damage by the amount of units in the target stack) like +1 damage per unit in the target stack. another good idea would be monsters notice small stacks less, so a party is less likely to be notic
[quote who="Tuidjy" reply="1" id="3169034"]The only strategy I have found to work is to expand as quickly as you can, level up your sovereign, and destroy neighbors as soon as you can.[/quote] Sadly, spamming cities and bum-rushing the AI seems to be the best tactic (in my eyes too) ATM, and thats a shame, mostly because I dislike having to bum-rush, and is a lousy city-spammer xD Sincerely ~ Kongdej
[quote who="discodog" reply="2" id="3168804"]Yeah just tried with a couple different kingdoms, it's not just attunement. Something with mana is wack. Thanks Kongdej.[/quote] Plenty of time when I cant sleep :) Sincerely ~ Kongdej
[quote who="Derek Paxton" reply="3" id="3168982"] Fix has been streamed. You will need to start a new game for the change to take effect.[/quote] I might be damn nosy, but I want to know what happened xD Sincerely ~ Kongdej
Wildlands could use a kick in the noggin, meaby make it easier to pass wildlands to stop borders from being so, stopping, or make wildlands way more interesting. (instead of just a bunch of monsters, make it a bunch of monster cities, each with special rewards and some overall reward for clearing the wildland. Also I think the borders ATM stop questing too much, so I agree with you on that, and there is a "Master Quest" in the game for late-game questing, but usually that quest is imp
[quote who="GFireflyE" reply="4" id="3168997"] Why have hills if you can't use them for benefit? I'll answer my own question: It adds dimension. But most gamers understand the difference between superficial and actual game-dimension. If all hills do is 'look nice', seem impractical that they be there at all... [/quote] They stop movement... I know you are used to using Master Scouts, but to all us others it costs 2 movement points
[quote who="Trojasmic" reply="1" id="3168963"]I'm getting this too... Annoying! Please don't introduce new bugs when we fix old ones.[/quote] lol chill, stuff happens, probably a typo or something Sincerely ~ Kongdej
also having some things change a tiny bit with either empire or kingdom would be nicely interesting (Civics giving a building for empire that rushes faster, but for kingdom it makes you construct buildings faster Sincerely ~ Kongdej
horses lets you avoid a -2 penalty from load, wargs gives +2 initiative, on average wargs are better cause the always gives a bonus, horses will make you carry more stuff if you are on or near the Maximum! I would still wish for more mounts and bigger differences :D Sincerely ~ Kongdej