I have never played with a faction whose explorer did not have something extra which could be removed (trait or equipment) pun = joke, I thought there might have been some joke I did not understand
bc_1
[quote who="Kongdej" reply="31" id="3322568"]Quoting Darxim, reply 30building a Scout (custom version of the Explorer that costs less) How did you manage that?[/quote]Edit the built in exlorer, remove everything except scouting trait, save as "scout"... kinda surprised you would ask this, perhaps missing a pun ? I also use early settlers to soak up damage in a tight fight. They have plenty of HP (compared to early heroes) and the AI is dumb enough to hit them first although they
Noticed that too. And it also seems to stack in tactical combat, which seems a bit OP
[quote quoting="post"]FE: Running Great on my Budget Laptop![/quote]Thx, that's good to know ! Is it possible to install the game on desktop + laptop if purchased on steam ?
Interesting idea, but what's the fun factor ? And the AI would have further troubles it certainly does not need...
[quote who="Glazunov1" reply="7" id="3323340"]Quoting ulysses_31, reply 2On higher levels the AI hardly ever gets attacked by monsters, and that's a fine cheat. It's not a cheat. It's a different set of rules, and follows on the point you made: on higher levels. You want to take on a greater challenge, you're handicapped. You want to take on less challenge, you handicap your opponent. Different levels of difficulty: different challenges. What I think we need to see, ho
On higher levels the AI hardly ever gets attacked by monsters, and that's a fine cheat.
It's not about movement speed, it can happen in between turns during AI & NPC movement.
The game does feel somewhat unfinished, but weren't the Galciv games the same at release ? Hopefully Stardock will iron out the issues over time just the same...
[quote who="willie sanderson" reply="18" id="3323301"]Then on higher difficulties give the AI the wealthy trait from the start. [/quote]Good idea, but that does not address the choice balancing issue for the player.
[quote who="willie sanderson" reply="17" id="3323300"] Well I've heard stories about how the humaans beat the diety level of Civilization and it wasn't fair at all. They play on a SMALL map with ONE AI opponent and RUSH over and eliminate it before it has time to progress. TO me that's hardly beating the Diety level of difficulty. Nope, until you have beaten DIETY with ALL AI OPPONENTS on the MAP at the same time then you haven't beaten it you've only EXPLO
[quote who="willie sanderson" reply="6" id="3323299"]wah wah wah. lol[/quote]Okay... glad you're feeling happy. Just to set things straight, I happen to agree with your "suggestion" but also feel that the devs should focus on the real issues.
Well, no thanks, I could use the challenge without having to try beat insane... The AI is not at a level where it is useful to gimp it. If spell of making is deemed too easy, then it simply needs a nerf, like a steep increase in research requirement (which would be good lorewise too)
Who's crying ???
Is it really a river square ? I have seen many cases where a tile shows up as a river but the mouse over says it's something else (OK this is also a bug)
Doesn't the AI need all the help it can get ?
[quote who="willie sanderson" reply="12" id="3323286"]Afterall insanity level is for the insane. [/quote]That's what most people thought about Civ V deity level, which can now be beat regularly if not consistently. Given the difficulty of programming an effective AI, it's unreasonable to expect the game to be both realistic and challenging. Although improvements are always nice ;) (and disregarding the fact that the majority wants the game to be easy to win, after all it's pa
Come on, this is so easy to do... Just to save a single click for the lifetime of the game ? ... please let the DEVs focus on more important issues
Still not fixed in 1.29b
[quote who="willie sanderson" reply="9" id="3323277"]lol Too easy man too easy and this is on higher difficulties.[/quote]Then try insane. It's possible to beat the game consistently on ridiculous, but insane...
[quote who="ins2" reply="8" id="3323274"]They could solve that by starting beginning cities at 30 pop ...[/quote]Then it would be useless, since you could daisychain settlers (build in city 1, settle city 2, build in city 2 etc...)
Well the 30 population cost did not make much more sense lorewise since cities founded by settlers start at pop 1... But I would rather focus on gameplay than lore. The current game has too many balance issues because of trying too much to stick to lore
The new gold cost simply makes the wealthy trait OP...
Bug still present in 1.29b
Load the attached save http://www.filehosting.org/file/details/422321/alx.EleSav There are 9 units (heroes) in city "esethrafuupr" If you make one of them exit the city, you'll get multiple extra copies of the other heroes. Now the game has become un playable... Note: during the previous game turn, a rock spider army attacked the city, and the giant rock spider (now sitting next to city) was captured by the beastmaster, this seems to have caused the cu