Perhaps FE could use a mechanic similar to prestige (let's call it "innovation") which becomes a part of your total research amount? This, combined with city improvements which scale research by a percentage might make for some strategic depth in the research front?
dihir
I believe the number of enchantments on the city include positive buffs, negative buffs, enchantments on units stationed there, and something else. (yes, I have been frustrated by this, also.) One clue, though, is when you see something that does not make sense in your city list (like unrest which is higher than anything else, or cities which are not producing when they should have something in their production queue.)
Outposts can change the road costs, perhaps you could use this mechanism?
It's a sad truth that using skills and abilities present in the game, it's possible to win the game. Perhaps they should fix this? (Also, if you continue the game past that point your victory can become overwhelming.)
I have had a conversation with a ghost unit form Kraxis. I could even initiate diplomacy and trading with the dead karavox (though I was afraid to, because I did not know what the consequences would be).
I also like naming my cities to give me level-up hints. However, note also that you can use your arrow keys to see the city itself and the surrounding tiles. This is not ideal but it's better than nothing (except, of course, when you are renaming the city and are using the arrow keys to position the cursor within the name).
I have frequently gotten the message that I have learned the confusion spell, but I have never seen any such spell in my spell book. Which, I imagine, means I am confused.
Here is my attempted restatement of some of the points raised here: I see two fundamental flaws with AI: Geometry and choice of goals. Geometry is a computational problem - there are many possibilities and permutations involved in dealing with geometry and to deal with those issues using brute force calculations becomes expensive and inefficient -- you get into "consider all combinations" issues. The ability to choose a relevant goal and then assign priorities is anoth
For example... one of the things that increases the total hp of a city is its population -- you get units based on population, but also population is what gives you city levels, so you could approximate some of this gameplay effect by giving each subsequent city level a certain amount of regeneration.
Actually, Tuidjy has said that monsters never had triple hp, and since I was not there then I will bow to his knowledge.
[quote who="Heavenfall" reply="1" id="3292980"]The tricky part about this is that cities aren't just idle OR busy. There's also several ways that cities gain bonuses while idle. So you have idle as useless, idle but getting bonuses, and building or training. Should those bonuses stop the automatic turns or not?[/quote] I do not like auto-turn, but that is just me. But even in non-auto-turn games we should have an option for a city to be marked "deliberately idle", so w
If the mouse is not broken, perhaps you have another device that is interfering? Have you cleaned out all broken devices (including any hidden ones) in device manager? Have you tried using the mouse in safemode? Another possibility might be that there is some setting you need to change, but i cannot imagine how this could be.
monsters have double hp on insane in 1.02, and it looks like this change went in in version 1.01: https://forums.elementalgame.com/434823 (" Insane AI reduces HP advantage from 3.0 to 2.0")
[quote who="SOLOSOL" reply="3" id="3284521"] The problems are that you need shards and that they are weak units. In mid/late game, they are almost useless: they will die in 1 hit, or you will pile them in cities just for defense. But for that moment, you are supposed to train powerfull units. [/quote] They are not necessarily useless in late game, however one of the key mechanics that would make them useful (blood sigil) is broken in 1.02 (it causes a game hang in batt
You could perhaps track the issues which give the city hp or which are based on issues which give hp and give a regeneration bonus based on each of them? This would not be perfect, but it might be acceptable? However, note that high level regeneration can be frustrating to deal with.
Perhaps the stacking benefit should be half of the base benefit? (and when stacking unequal amounts, they would need to keep the biggest benefit and use half of the others, otherwise we can get into situations where stacked can be worse than unstacked) Note that in 1.1, grocers currently give a 5% health bonus, which approximates the mechanic I am suggesting here.
[quote who="MarvinKosh" reply="16" id="3292741"]It's still useful as a gauge of how likely you are to have problems.[/quote] That is true. That said, you can also use reviews for this purpose. When I go to metacritic, I usually look for the bottom ranked review (that I can read) and check to see if they are reporting technical problems (and then I go to a high ranked review and see if I like the features they like -- the numbers do not mean anything to me except that
[quote who="Kalin" reply="3" id="3292816"]No offense, but with 2 mana regen, in order to make up for 6 init worth of mana (1500mana)... you'd have to have it on for 625 turns... I don't think I've ever played a game that long. It's a pretty big buff unless you have nearly infinite mana. With that much mana you might as well toss around volcanos.[/quote] But Procipinee does not pay maintenance costs (though, granted, only herself or a designated champion receives this b
[quote who="esvath" reply="3" id="3291384"]I never have a plot with 4 grains, or 3 essence, moreso a 4/3/3 one. Does this is my bad luck, or do I have to spam restart?[/quote] Ironically, I am seeing 4/3/3 relatively often when using sparse resources. I think this is because I am using a desert based map, and there's something involving an ogre den that encourages them.
i think champions can get this when they lose in combat.
Note that this is completely overpowered if you are playing Procipinee (and, also, destiny's gift is getting severely nerfed in 1.1) [If you are having fun with this mod, that is great of course, but I thought you should know.]
I believe city tiles reset on their own after a period of time. This time is long enough, though, that if you are not using epic pacing you might not get much use from it.
[quote who="Mystikmind" reply="13" id="3292646"] Quoting stax77, reply 12 Now, what would happen if we made the combatants trade blow for blow like you suggest we should? That is not what i am suggesting at all, otherwise your argument is pretty solid for that example. But you will have to admit that at other times in the game, the mechanism you defend does get 'stretched' way beyond what is even remotely plausible.... such as ha
I do not know why you cannot train mages, but if you have the gear researched you can design your own unit with ranged staff damage. Also, anointed by fire has no ongoing mana cost -- it's a one-time spell [for each person you cast it on] and after that your champion has that ability (I was surprised by this, also, but it is the result of researching "rituals" so from a flavor point of view it makes sense). Also, anointed by fire can only be cast on champ
[quote who="MarvinKosh" reply="14" id="3292576"]Reviewers are not who you want to ask about a game before you buy anyway. Just check the Support section of the forums and look at all the reported bugs. That's all you should concern yourself with when buying a game these days, because whatever problems do exist you're going to have to live with them until they are fixed. The sooner that reviewers start to pick up on this, the sooner it will become a priority for devel