The tactical combat and the rpg aspects.
ximxim
1. The graphical presentation. For instance, the leveling interface looks way too bland. Make it sparklier! Considering how many aspiring modellers/animators are around places like Polycount I feel that the models could look nicer as well. 2. The empire-building part is just "alright" - the dynamics between the different city types could be much more polished, as could the city founding. The individual cities don't really feel "special". This is not something most c
I agree that the current implementation is clunky. One different way of implementing tax that might be more obvious is to tie it to buildings, like a "tax office - generates 1 gildar for every 10 citizens, +20% unrest". Would achieve basically the same thing as the slider but might feel less "tacked on".
You could also try to get more prestige, either from techs, leveling your sov (prestige bonus is level/2) or getting more "path of the governor" champions. There's also some buildings that raise prestige, but they're mostly for level 2 and up cities so they wouldn't help you much right now.
I've also seen some strange things with splash damage. Looks like it does friendly fire some/all of the time?
debug.err: http://pastebin.com/2cmkn9Kf Crash dump: http://dl.dropbox.com/u/63924402/FallenEnchantress0_915-2012-05-26T13-02-30-277.zip Autosave (need to fight a couple of battles before you can save): http://dl.dropbox.com/u/63924402/AutoSave.EleSav Cra
Savegame: http://dl.dropbox.com/u/63924402/dambug.EleSav To reproduce, attack the river slag, drink growth potion.
Personally I think that the underlying issue is that that the "strategic map game" is, well, messy. Adding some ZoC rules would allow players and AI to intercept enemy armies before they reach the cities, this is currently rather hard (and messy) to do. This would greatly enhance the strategic part of the game as well. A simple example of a ZoC rule: moving next to an army that you are at war with stops movement, only allowing you to attack it this turn, or wait and move away next turn.
I'm probably in the minority here, but I don't really see the issue atm. I think people are a bit too focused on "claiming land" when there's not that much reason to do it. I play on challenging/hard atm, and I usually don't build more than 3 pioneers until the midgame, and seem to be doing fine. Sure, the AI spams them, but I don't think it really gets that much benefit out of it.
Magnar in that picture is almost certainly bugged - probably do to with saving and reloading/starting a new game without exiting the program causing a bunch of traits to get added.
1. Monsters are just about right imo, maybe a bit on the weak side. 2. Playing on challenging, I've yet to feel threatened by the AI. 3. Challenging 4. Yithril/Verga 5. Focused research and city building on maximizing growth while killing monsters with my Sov. 6. http://dl.dropbox.com/u/63924402/won.EleSav This is an early save, turn 25 I think, and I have only met 1 AI and don't even know where his territory is. Still, I&
Issue: Sometimes when you attack a square with several enemy armies on it you end up on top of the remaining armies. Issue: Speaking of that, armies can stack on top of each other. Suggestion: Same ZoC mechanic as in tactical maps on strategic maps would help greatly with the strategic dynamics.
More counters would help prevent steamrolling. For instance, right now there's no real counter to powerful heroes. Specialized units/equipment or spells could help with that, or you could add more subtle counters like lowering maximum combat impact compared to trained units. "Ritual of Banishment - Target unit is sent back to the capital and immobilized for 10 turns, 50 mana, 5 turn cast time". "Assassin's dagger - Target character loses 5
I disagree with a couple of points in the OP. Building pioneers means you're not building buildings or martial units - that's a tradeoff. If you invest in +food/grain techs, (most of which come early in the tech-tree) it takes a lot of time to reach food caps, especially for high grain cities. "-Make it so the first city generates like 5 gildar per turn on its own. It’s going to be impossible to implement
Same thing sometimes (and sometimes not!) works with the "summon shadow warg" spell, though I guess you could say the bug is that it shows up as a strategic spell in the first place.
[quote who="Wizard1200" reply="21" id="3097920"] Quoting CdrRogdan, reply 19Unless they normalize crit chance to be considerably more frequent and hit for considerably less damage they should remove the mechanic alltogether. To be perfectly honest I'm not a big fan of being on the recieving end of a critical strike that, under normal circumstances, would have grazed my unit, especially when the chance of it occuring is probably under 20%. Dexterity isn't worthless
[quote who="StevenAus" reply="40" id="3093852"]Hey, and Aura of Vitality too, especially with one or more life shards! Just cast it on the last turn. Gilden's leader starts with it too.[/quote] True, that's a very nice spell as well which works wonders for unit survivability.
Just curious, are you guys using units with all +con bonuses? The extra hp lets them take a couple of hits until they need to be cycled out, which lets them gain xp and thus even more hp. Mid-late game I'll usually end up with a stack of 250+hp units.
At least that's what I think is happening. Unless you notice this and set research manually you'll lose a lot of research turns. To clarify, previous research is finished at the same turn an autosave is made. When you load that save you don't get the "choose new research" popup.
As title, when loading the save only the terrain loads, no units. Repeatable for me. Save: http://dl.dropbox.com/u/63924402/bugsave.EleSav Debug.err: http://dl.dropbox.com/u/63924402/debugload.err As an aside, does the "abandon current game" popup really clear all current game data when you accept? Feels like it goes a bit too fast for that.</
Was playing normally, had just placed a weaponsmith when I couldn't do anything anymore. Could still click on units/buildings, move map, move units out of garrisons but not anything else, including pressing the "options" button, so no save. Debug.err: http://dl.dropbox.com/u/63924402/debug%20-%20nothing.err Crashdump after using task manager to exit: <a href="http://dl.dropbox.com/u/63924
As title, crashed when pressing the save button in unit design. http://pastebin.com/Pe10juyi = Debug.err. http://dl.dropbox.com/u/63924402/FallenEnchantress0_85-2012-02-24T14-00-53-430.zip = Zip file.