Darxim

Darxim

Joined Member # 5123501
35 Posts 434 Replies 680 Reputation

I don't think we should go too crazy with the idea of Engineers. Building roads removes most of the point of having a Governor Champion (although, really, who chooses that path?). Allowing a unit to raise and lower land removes some of the point of specializing in Earth magic (where there's a spell that does that). Allowing for infinite Outposts built by a single unit would remove a lot of the point of choosing the The Decalon faction strength (even my suggestion wou

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I added all but two of the items from my last post to the OP. I left one out because I felt it didn't fit the list, and the other I just decided would be too much work to implement for too little benefit (for the most part I don't think about that, but in this one case... and I don't remember what it was). I also rearranged the sections so they're in alphabetical order. I mainly did this so it would be easier to update in the future. I a

31 Replies 111,547 Views

With a game as complicated as this one, I imagine that the AI is a huge undertaking. That's why I was looking for things like small logic checks like the ones I suggested. You know, not debuffing something that already has that debuff. Prioritizing an ability based on the available targets' ranged capabilities. Picking targets that have low health (but are within range) versus targets that are simply closer. That kind of thing. I wanted to avoid the

39 Replies 37,539 Views

I've been keeping a list in notepad. I wanted to go back through and edit them before posting, but now that I'm in the work week, I figured I'd just post them here, and then I can edit them and update the OP while I'm at work later (I work nights). - The bar under each city icon in the Empire Tree should disappear when it's not producing anything, and then reappear when it is. Also, it should be darker so it stands out more when it's empty.

31 Replies 111,547 Views

How far away does the city need to be? And it only occurs if the city is built within the ZoC. Otherwise, if the city is the same distance away, I can build improvements just fine. I have run into an issue where you can't continue snaking a city towards another one, but I've gotten them about 2-3 tiles away from each other. I think it's being caused by whatever bug is causing the new tile yields to appear. I should note, they're not reappearing, b

221 Replies 588,044 Views

Things I am looking for in this thread are more stuff like "The AI does this action, ignoring this aspect of the situation. If the AI checked that aspect first, it would take this other action, instead." Basically, things that can be fixed with a short if-then loop. Like, when the spider is going to use it's web ability, it can check IF the target already is webbed. If it is, THEN it chooses a new target, and performs the check again. If all potentia

39 Replies 37,539 Views

I was going to suggest the rearrangement of units in tactical combat somewhere else, but I haven't gotten to it, yet. It doesn't really fit this thread. I think that in general the AI doesn't look at weapons when making decisions (that would explain the webbing of the archers). However, archers are usually behind the melee guys, although that might be because they have no defense. Of course, if they're arranged by defense, I don't know why

39 Replies 37,539 Views

4. If you settle a new city within your zone of control, it says "Insufficient Space" next to every improvement, even if there's plenty of space. I've run into this issue four times now. This last city was settled at the border of my zone of control, with no other ZoC's nearby, so I should at least be able to build in the newly acquired space. It only seems to occur if I settle on what seems to be new yields. I'm pretty sure none of the yields were th

221 Replies 588,044 Views

To elaborate on what Kongdej said: If a city has 3 essences, you can put 3 enchantments on that city. Some enchants give a bonus based on the number of essences the enchanted city has. For instance, Gentle Rain says "Target city produces 25% more food per essence." So if you have 3 essences, this single enchantment makes the city produce 75% more food. And then you can still have 2 more enchants on it. Also, some improvements rely on it. For ins

3 Replies 26,602 Views

I assume you're taking ideas for the expansion here. Considering the amount of work the game needs, a crafting system would have to be very simple and considered a very minor feature. I would limit it to upgrading existing equipment, either with resources or magic. Any piece of equipment can be upgraded one time to add one trait to it. Enchantments would cost mana but have no upkeep cost. Other improvements could use various materials (including vend

58 Replies 171,824 Views

@TeeWeeHerman: I figured out what you were talking about with the gildar. Building a Tax Office in a town gives you a bonus to gildar when the city is idle. The Tax Office does require a Town to be built. The Treasury Vault, too (although you can only build one of those).

31 Replies 111,547 Views

Towns might do that, but if they do, it's undocumented (as far as I've seen), although a lot of things in the game are undocumented, so that wouldn't be a surprise. If they do work like that, then it's only with the tax rate up (mine is set to None most of the time, and apparently you don't get money from anything when it's set to that, regardless of what it says). Part of the reason I was asking was because there's a lot about the game I don&#

31 Replies 111,547 Views

Everyone complains about the AI, but there's not a lot of suggestions on very specific things to change, so I wanted to throw some things out there, hopefully make a repository for these things. I don't have much to start with, unfortunately. I'm still playing on Normal level difficulty, too, so I don't know if some decisions the AI makes are because of the lower difficulty level, so I would like people to confirm that they

39 Replies 37,539 Views

Also, I don't know why it decided to make your name a link (apparently to nowhere) in the OP. I didn't set it that way, it just did it on its own.

31 Replies 111,547 Views

@TeeWeeHerman: I added some of your suggestions. I paraphrased some of them to be clearer. The others I have questions about before I add them. Can you elaborate on the modal window issue? In regards to the Gildar/Research suggestion, are you simply suggesting that you can set a Conclave+ city to research so that it doesn't appear idle in the Empire Tree (that's what they call the bar on the left) while you're purposefully using it f

31 Replies 111,547 Views

One idea I have on this that goes with the "Build multiple outposts, but once you build one you can't build a city" is... The Pioneer unit has 3 people in it. How about put a requirement on the Settle ability that costs all 3 people, and put a requirement on the Outpost ability that only costs 1 of them. After you build the first Outpost, you won't have enough people left in your Pioneer unit to Settle, but you can build two more Outposts. This will keep th

15 Replies 72,652 Views

Added a few things today: - Larger font for the description text on stat mouseover tooltips (both for units and cities). Really, never use that smaller font for anything useful. Smaller fonts are for flavor text. - In Unit Deatils, put CurrentHP/MaxHP like it is in the selection window. - Expand Hiergamenon information on improvements. The descriptions should at least contain the information that's in the mouseover tooltip, instead of

31 Replies 111,547 Views

I agree about the population cost for Pioneers. Considering how much stuff there is that affects it, population didn't have much of a point before. Also, in 1.12 (the whole 2 days I played with it before 1.2 came out), I was able to just crank Pioneers out like mad and populate half the map before my opponents even knew what was going on. It was broken. Expanding is much slower now, and taking enemy cities actually seems like it has a point.

1 Replies 3,083 Views

It doesn't seem like most people understood the request. I'll keep mine to actual playability glitches . Here's three. I'll submit two more later. 1. Fix Stealth so it actually works. Currently it doesn't seem to do anything. It says that monsters won't attack your units, but they will, and it seems about as often as if I didn't have Stealth.

221 Replies 588,044 Views

I think, at it's core, this is a great game, and I'd like to see it expand from where it is rather than change. I like all the elements and I don't want to see any removed (especially not the tactical combat, since that seems to be up for debate). The biggest problems with FE are its UI and some bugs that affect gameplay. Those problems can be fixed. The actual game itself is great. People keep saying that the different elements of the game don'

171 Replies 741,345 Views

I agree with most of these points. I don't agree that building an Outpost should add the population back to the connecting town. (More addressing the comments here) Population can be viewed in several places, but it should be up-front listed like Production or Research. It also should be clearer what it's for, as it was quite a while before I realized how little population actually matters. I feel like population should matter more, but for now I'd rather

21 Replies 70,741 Views