[quote who="seanw3" reply="13" id="3244292"]I kind of like the idea that we can go into diplomacy and demand they leave. It is exactly the kind of aggressive posturing diplomacy is full of. But once they back down and leave, they should be physically impeded from reentering for 12 turns. All trade should stop for those 4 years and at the end, the AI should contact you for a deal to pass. [/quote] That would be an elegant way to solve it.
LordTheRon
Nice change to tame, shoud make the beastmaster much more viable.
[quote who="Frogboy" reply="26" id="3245408"]...updating begins again...[/quote] Oh no! Get back in the fight Deb, make the kingdoms of men proud!
[quote who="thvaz" reply="25" id="3245369"] I am just giving feedback, your fucking fanboy. [/quote] Wow mind your language. As opposed to many other gameforums this is a very civilized forum, let's keep it that way. Orion was politely discussing you, no need to start swearing.
I really don't see the fun in using ctrl-n so much. I always take the first map I get. Makes for a much more interesting game. What's the fun in always having the perfect starting location? For me the map generator does an excellent job. Start without essence! No problem, will find essence somewhere else. Same starting location for everyone is just boring, especially in a singleplayer only game. Agree with some of your suggestions though, like the equip one.
Oh yes, one of Brad's infamous playthroughs. Loved these ever since GalCiv I! Keep it going, love it!
How's that for a quick response, thanks Derek.
[quote who="DexCisco" reply="9" id="3244226"]You could also make it so that anyone who crosses your territory without a treaty is fair game for attack. They know that they are at fault, so there would be no declaration of war. If they manage to sneak through, then they have pulled one over on you, but if you catch them in your territory, they risk losing the units. That way you don't have to worry about constantly threatening war (that never happens), only to do so
I just recruited this real nice level 7 hero who actually manages to use a level 9 weapon. https://www.sugarsync.com/piv/D8227434_68566320_969539
[quote who="Lord Reliant" reply="2" id="3243968"]Last I knew when you would trespass in the AI's territory, you would teleport out somewhere. Does it do this to the AI when you tell the AI to get out? [/quote] Yes, but the next turn the AI is back in your territory, especially if you are in between the AI's army and his homefront. Really annoying.
Excellent suggestion Das, I really hope this gets in before release though we haven't heard any comment about his yet. I was about to repeat what cardinaldirection said earlier. That would make things even more elegant.
I find it quite frustrating that the AI keeps trespassing my territory when a bunch of its units is stuck behind my borders. I understand the reflex, but it's totally annoying that I have to tell the AI turn after turn to leave my lands. Right after leaving the AI just moves its units back into my territory and it's rinse and repeat. Besides that on large maps you really need to zoom out every turn to check if there's not some sort of AI player in your territory. It's a wast o
Beta 5C is the best beta I've played so far. I love the hero nerf on hitpoints. I actually injured some heroes today! :P While some of the monster changes are a bit over the top (mentioned earlier in this thread) I do like the path it is taking. The world comes back alive after having died a bit in the last beta's. I DO hope (like others) that some of the really 'old' bugs get finally fixed in this polish stage. For me they're not as gamebreaking as f
Great, hope you guys can get some more bugfixes in!
Jeeeej dungeons, finally! :)
Very nice Sean. I didn't sit out the complete last episode though ;) Better army composition is really needed for the AI, looking at those ganes. I'll post my end game suggestions when I finally get the opportunity to finish my game.
Nice discussion but I'm loving the way population is implemented. It's clear cut, it works and it's NOT overly complicated like so many other games try to achieve.
Well no xp, but you got the cavebear! That's pretty big early game. I think it's meant this way that you don't get any XP for taming monsters so it shouldn't show on the exit screen.
Jeej for higher level binding summons! Keep hammering those bugs guys. :)
I totally agree with the OP here.
[quote who="TheProgress" reply="34" id="3215720"] Making some text stand out in hopes that a developer reads my message is rude? Please piss right off.[/quote] Well at least that was rude...
Oh wow! Few hours of work left and the away we go!!! Thanks a lot guys.
[quote who="seanw3" reply="48" id="3215552"]Patch today according to a somewhat amphibious source.[/quote] That would be awesome! Tomorrow is my regular day off. :) Great list, lots of welcome improvements and some very needed bufixes. Hope the bugfiixes continue to pour in, since there's still much to do. Good to see the gamebreakers like corrupted saves are fixed. Hope to see the stacked burning blade get added to the list soon.
Good one. And surely one that needs to be fixed. I think the AI has troubles with the new flipping mechanism too. After an outpost has flipped, instead of retaking it, it sometimes builds a new one.
[quote who="Das123" reply="6" id="3210965"]Cities, especially now in Beta 4, should never be left idle in the first 100 turns or so. There has to be a prompt when cities go idle and it shouldn't go away until you explicitly select an 'idle' option for the city. Oh, and by prompt, I mean an obtrusive pop-up every turn.[/quote] I agree. Warlock has an excellent solution for that, though it's not completely copyable as the queue there makes a difference between