dihir

dihir

Joined Member # 4881110
21 Posts 282 Replies 803 Reputation

[quote who="Mystikmind" reply="7" id="3292653"]It might be associated with the difficulty level? Because you don't want to spoil a strong opponent by chancing they run out of manna??[/quote] Maybe... but on one of my insane/epic games, magnar had six digit mana and not much gildar when karavox had six digit gildar and 3 digit mana (and later, magnar has 7 digit mana and six digit gildar). Nine digit mana is still a few orders of magnitude beyond that.

11 Replies 4,367 Views

I am wondering why you are optimizing for a specific size? If you are doing automated game running, to see how the AI deals, I think I would do repeated runs with either random or continuously varying settings. Optimizing suggests "over training". Still, if you must, I would go for the game defaults. (But, personally, I play with the huge map mod, and wish the map could get bigger than that, but I can already see my machine struggling...) Edit: note also

70 Replies 38,961 Views

If you lose a game (for example, by using "offer surrender" instead of "demand surrender" and then load another game (like the previous auto-save), the "turn" button does not work.

0 Replies 5,253 Views

Or, if you have a high magic kingdom, and plenty of mana, you might be able to solo them with a high level caster. The concept is similar to the cavalry archers except, of course, you get to use "firearms" (blizzard is great against most units, but does not work very well on juggernauts, powerful juggernauts probably need to be fractured and then flame darted).

41 Replies 36,441 Views

[quote who="stax77" reply="14" id="3291922"]However it sometimes fools you into thinking it did happen: when you place the town center so that it is next to a forest but diagonally, then there is no lumber mill on the build menu(because all buildings of the city have to be built next to an existing building, and diagonally doesn't count), but once you build something so that the lumber mill can connect to the rest of the city normally, it will appear on the build menu.[/quote] Tha

25 Replies 154,361 Views

[quote who="Frogboy" reply="28" id="3291573"] Quoting PocusFr, reply 26+1 on Nick-Danger post. The pathfinding from cities to cities is terrible, and I think everyone, Brad included, suffered from it at least once. Quite often, the unit will pop up in the wrong square and travel extra days to reach the 2nd city whereas a path existed which allowed a 1 turn move. Anyway, thanks for the hard work on the AI. I've complained about this quite a bit myself. At l

41 Replies 36,441 Views

Thinking about this, the choices really depend on the kind of game you have been playing. Personally, I have been playing in a fashion similar to stax77, and I am going to walk through some of my reasons: I play on epic pacing since the game has not been balanced for late game research. I play on a huge map since various bugs in 1.02 give the AI an unreasonable mid-game advantage. But this makes the AI too weak. I play Pariden on insane difficulty since the

12 Replies 8,871 Views

[quote who="rvgr" reply="12" id="3289316"]FE does not deserve a 5/5 rating. It's a good game, but 5/5 is reserved for the best of the best, which FE is not. [/quote] "Best" is a subjective criteria and tells us about the person expressing the point of view. And, for that matter, many of the "best" games on metacritic I consider unplayable. This one has room for improvement but is already great, in my opinion. Edit: Personally, I do not assign numbers to

17 Replies 58,336 Views

On a related note: 1) when moving long distances, the animation should remain anchored to the road. Currently, it shows the unit going in a straight line between "one move unit" locations, so sometimes the unit will appear in impassible locations. 2) Cloud of war should be lifted for each intermediate location the unit passes through. (This can be made optional for low-end machines if the performance issues are difficult to resolve.) <

2 Replies 2,187 Views

When my cities have expanded into a forest, it has unlocked logging camps for that city. In contrast, for piers, I remember only being able to build them when a river directly faces my city (four tiles). I have used the "research when idle" bonus in the early game when I did not have much hope that the city would survive long enough for anything I built to have greater value to me than that research (when my cities were being gutted by the queen of spiders).

25 Replies 154,361 Views

[quote who="wildez" reply="23" id="3291332"] Quoting sjaminei, reply 21Mana = Power (Land =/ power in this game regardless of what you might think) I think that depends on the world's Magic Strength setting. I have it set to "Random". The game I'm playing at the moment must be Sparse - there's probably no more than ten shards on the whole map. I've got roughly twice the territory of any other factions, and I've only got three shards. I have to be conservati

41 Replies 36,441 Views

[quote who="sjaminei" reply="21" id="3291259"] But if we are talking about AI, we might as well uninstall the game if they start abusing Destiny's Gift as well ^^[/quote] I've been seeing the AI use destiny's gift (and, on insane, I was dealing with sov's with higher initiative than me and of course much higher health than me), but in 1.02 the AI has so many problems that even destiny's gift does not help it enough to make a difference. And, of course,

41 Replies 36,441 Views

Hmm... in my case, I actually queued three units, and instant trained the first two (using the 80 mana spell), but not the third. I wonder if that had anything to do with it? Anyways, since this depends on an interaction between research and training and requires magical troops, I imagine it's not going to be seen very often.

2 Replies 9,801 Views

[quote who="Kongdej" reply="15" id="3291187"] Well Duh, some of these factions are also way simpler and have easily "abusable" tactics, compared to the more difficult Altar, and the completely useless Pariden. Half of that is faction balance taking effect...[/quote] Periden is not useless, though they are weak in stand-up fighting -- the initiative bonus can be incredible, and the earth shard bonus counts even when they are level 1. I expect they will be overpowered

41 Replies 36,441 Views

I queue a unit for training, I do not instantly train it that round. I pay 100 crystal to put it in the queue. Before the unit is ready, I research improved versions of gear that the unit can use. The unit gets removed from the build queue. I do not get a refund on my crystal costs. I cannot put it back in the queue because I need 150 crystal to put it in the queue and I only have 20 crystal. (numbers are approximate) I believe that this mecha

2 Replies 9,801 Views

[quote who="Glazunov1" reply="20" id="3291046"] I've found that their happiness with me has little to do with how long they tolerate my units' presence behind their borders. In fact, I've had opponents who like me issue warnings at once, and opponents who really, really dislike me keep quiet for 2-3 turns after I entered their turf. I've even reloaded to test what's going on, and could make no sense out of the AI's response: sometimes I'm kicked ou

28 Replies 91,601 Views

I am not going to give a numeric rating, but I will offer a few observations: I have never played a 4X game before this one, and I was a total beginner just last month. I have over 350 hours into this game. @ jmccrea: I think the magic system is incredibly powerful. Anecdotally: I just got done wiping fighti

42 Replies 132,793 Views

I love diplomacy, it's a good source of cash for me, and it lets me end wars and/or the game without having to chase sovereign's down to their last town.

16 Replies 21,114 Views

Aside from issues like defending your cities and the time and resources to build them, I think the mechanical issue here is prestige - you get a bonus to growth in your cities equal to your prestige divided by the number of cities you have. So if you have 10 prestige and 40 cities, that's only one person every four turns in each city, but if you are down to only one city that's 10 people per turn... Personally, I think that having control of the land and the resources is

12 Replies 8,871 Views

[quote who="crimsongekko" reply="33" id="3290422"]there's a pretty horrible starting location in the wildlands map: you've got a wildland walled in by mountains right next to you, gotta go around it but east is blocked by coast so you can only expand around a tiny strap of land first west, then north, then east... you guys really need to make better starting locations because the hours I've spent playing the map so far have been not fun at all due to this. I was e

46 Replies 106,943 Views

I have not thought through all of the possibilities you raise, but note that we have two of these already: We can already offer tribute, and a non-aggression pact seems equivalent to "Open borders".

6 Replies 11,069 Views

[quote who="eobet" reply="45" id="3290460"] I should not have to use the arrow keys, imo, the game should position the popup so as to not obscure the thing it's actually talking about. Besides, your workaround doesn't work in that particular spot anyway unfortunately, since the screen was black. The button that says "Turn" will glow green when all units and cities have orders issued to them. If the button is black, there might be a unit or city that will idle and waste

47 Replies 157,989 Views