[quote who="GFireflyE" reply="1" id="3209886"] Wargs, IMO, should be rarer and better than horses in almost every way...[/quote] 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 special level upgrade for fortresses?) and meaby Warg
Kongdej
[quote who="seanw3" reply="6" id="3209873"]Perhaps we need a special weak wall for towns and conclaves at level 3.[/quote] A useless wall (shouldnt require level!) Just giving 1 defending unit or +1 to initiative for defending units, but be cheap and quick to build. Sincerely ~ Kongdej
[quote who="klaxton499" reply="15" id="3209865"]This is a worthwhile discussion. I find myself leaning toward awarding governors XP based on a fraction of the city's output each turn (gildar, research, and production). [/quote] I honestly don't think it should scale with how big city they are standing in, but also think it should not be dependant on the city building items (since some city setup seems to favour idling, so putting a champ here
Tried it again, give you an even better screenshot this time ;) Starting out I saw this: At that point im thinking "Oh no, not again..." oh well, ready to click CTRL+N, I just figure id look around, see if there were a rainbow filled with goodies just around the river bend. Took a save of this initial map too btw: <a href="https://www.dropbox.com/s/kh6rx5rm5typ
[quote who="mqpiffle" reply="1" id="3209864"]I completely disagree. I have to set monster density to dense to make it any fun at all.[/quote] I usually run with dense monsters too, since I want more stuff, more spoils, and more creatures to battle, id love if the monsters would pose a wall between me and the enemies, but frankly that setting is far from here yet. Sincerely ~ Kongdej
[quote who="littlejonnyninja" reply="2" id="3209794"]Has to be a bug, I've killed a lot of enemy sovereigns inside my territory and they have not died.[/quote] If they dont own a city to return to, the player will lose the game. Sincerely ~ Kongdej
seconded Sincerely ~ Kongdej
I only saw this one time! (And forgot the debug file). out of 20 alt-tabs or so, but wanted to say it happened on my machine. can fetch some stats if devs need it Sincerely ~ Kongdej
I know In "Master of Orion 2" whenever the AI was down low on resources it would try to surrender to another empire than whoever it was at war with, to help even the odds in the world (and to give him a proper chance of not being a slave under the warring empire, and hopefully have revenge against them! :D) Just a thought, since AI's surrendering in the winning player's direction makes for a decent power-gap too Sincerely ~ Kongdej
Sounds like Pariden had no cities left, are you sure there was any city for her to return to? If else, its prolly a bug. Sincerely ~ Kongdej
[quote who="OrionM42" reply="1" id="3208934"]As we both know, the subject of Starting locations has come up in several Discussion threads on these forums in the last couple months. I really think that the players who care about this sort of thing have pretty much come to a consensus that Stardock really needs to add the afore-mentioned Selectable Switch. I bet they will in the end -- I just hope that it isn't the very last thing that they do ... &nbs
[quote who="UmbralAngel" reply="1" id="3208787"]While I understand that having negative research is upsetting, TBH its not a big deal. You are just seeing that 10% bonus push you over the edge by -0.3 research per turn. They could cap research at zero or they could make the bonuses take the absolute value so you would have +0.3/turn instead. I use both of the 10% research bonus traits and they work wonderful, if you are actually producing re
[quote quoting="post"]Get rid of the Train button and just use the Build button. The menu that pops up could have tabs on the side (like the spellbook does now) for buildings and units.[/quote] Tabs are a good idea, though a little redundant since the build menu isn't up all the time and would just put one extra click on getting into the "train units" section. but what is the point of replacing the text on the train button with "Build"? ("Im sorry, Imma go build
Hi there, I feel the new description on haste is somewhat lacking, and nowhere near the description for slow or similar spells. Haste "Target is 6 initiative" Slow "Target enemy unit suffers -6 to initiative". Id wish if haste would be like "Bless target ally/unit with speed, giving +6 initiative". Sincerely ~ Kongdej
There have been some posts about starting locations recently, but I figured id love to pitch in one of my experiences in the new games that really... Sucked!. It is a starting location with NO viable settling spots nearby (I moved abit around on the map too, and found some 2/4 spots to the north east (Go up and right from the screenshot point of view) And there is nothing immediately west (To the left of the screenshot point of view) <img src="http://img24.imageshack.u
[quote who="giraffa65" reply="1" id="3208715"]Upgrade the graphics to Warlock: MOA level? In my opinion FE is much prettier than Warlock.[/quote] I agree. I hope they add more graphics to represent every single detail in the work. I honestly dont think they need to rehaul the whole system, but if needed I could point out some places where the graphics could use a notch up. (Sovereign Creation for one). Graphics for tiny citizens travelling the roads, meaby
Hi there, I have recently played a game with a custom faction that had Earth magic and the faction penalty to research (-10% research). Now this didn't bother me really much since I thought my Sovereign would alleviate this by choosing the Scholar Perk to gain another +10% research for a total of 1% loss (or 0%, depending on how you calculate). But I found first of all that the Scholar perk does not work whatsoever, and secondly I tried using the new spell "Set in Stone" t
"Number of available buildings must be decreased. Now buildings are too many. Some of them do the same thing without having a roleplay feeling and strategy attached to them, they just add pain of micromanagement instead." I really like the new building system, but agree that pioneers must have theyre faces mashed with a hammer or something, its abit tiresome to spam all these pioneers and outposts during startup just because
He is very very afraid his other leather greaves will break, his fighting style includes being hit right there on the thigh's multiple times by everything (including himself), so he brought "a few" spares :) This useless comment was brought to you by: ~ Kongdej
[quote who="Malsqueek" reply="2" id="3208661"]I would rather see Consulates go away entirely, and be replaced by something that allows farming around the outpost (+20 Food, fixed bonus). That enables the outposts to help cities grow by allowing them to have a higher cap without the higher end Civ techs, or with a base food output below 4, but does not in any way overpower the higher end civ techs increasing food production or prestige. <br /
Bows... arent they just useless :D especially on a champion who only deals bow damage 1 time :S Sincerely ~ Kongdej
[quote who="stein220" reply="12" id="3208651"]"Soil" might be simpler since the other number refers to "materials". [/quote] Soil works for me :) [quote who="Malsqueek" reply="13" id="3208660"]You settle in a place because of the "Food" you upgrade your "Food" to get more "Surplus Food"[/quote] Clean simple, and im confused ^^ I think those 2 are way too close to each other to be any good to be honest, might be me who is silly though. If you really want some op
I know this issue existed in BETA 3 too, when you had the faction perk "Legacy of Serrane" you were unable to purchase horsies for the heroes. So think its still bugged. Sorry mate Sincerely ~ Kongdej
[quote who="boredpeon" reply="2" id="3208482"]Even a cave bear can tear through three militia units guarding a city. Then of course because the city is destroyed that location is no longer able to be settled (which makes no sense.)[/quote] You have no seen Cave bear droppings, what happens is actually that the cave bear eats the WHOLE of the population, meaby taking prisoners for later consumption, then they will of course get rid of excess protein, and this part gives birth to
[quote who="seanw3" reply="3" id="3208300"]I will say that the AI is still easy to exploit in tactical battles, but it is not as easy to exploit as it was in Beta 3. I know this AI personally and it has gotten much smarter than in previous versions. I especially like that armies set into a formation and designate a flanking unit. Of course sometimes they designate the wrong unit, but I see what it is trying to do.[/quote] Its looking really good, and I can only help but think he will