I voted computer AI as the highest priority. Other things are important too. However, if the AI plays poorly then why play the game at all? Its not multi-player, I'm playing against the AI. No challenge to it, no fun. Having to give the AI multiple unfair advantages to make it competitive, doesn't do the job for me. Civ 5 has disappointingly weak AI. I'm still bitter.
Nathan E
I'd suggest lowering the prices on all shop/found loot. Its out of proportion to the taxes that come in from your cities. To make champions more than targets sitting on the map. How about instead have them wander around the map with small armies. Or have high level ones offer themselves up for competitive bidding to all the factions. In this way they wouldn't have to be on the map. Not sure this helps though, I always seem to have more money than most of the AIs.
Wonder if maybe the AI isn't getting their champions leveled up and/or failing to hire higher level champions. This would explain why your not getting hit by high level spells. In my current .86 game, I've seen the AI have more than one champion in an army. Also 3 champions together with no other units in an army. This is not how you level them up.
[quote who="feelotraveller" reply="8" id="3095680"] If a month is the approximate timeline I am worried for Fallen Enchantress. It is in no way ready for release yet. I would expect maybe six months development to get it to say 70-80 metacritic level. If the release date was planned for the end of the year I would feel confident that we will get a good game. [/quote] I'm having good fun with the current build. Some added hotkey and other interface impro
Of course champions can become much more deadly with better weapons. So the AI should be helped. Like the encounter and multiple-level encounters that are being suggested. Also the like the idea of lairs spawning weaker wandering monsters. I'd also like to suggest lowering the buy and sell prices for weapons and armor. I can run with no or low taxes the entire game because of how much magical loot sells for. Tax income from multiple cities full of people sho
The escape combat spell could also use some improvement. You escape combat but are then located in the same square as the monster you just attacked. Not a very good escape.
Try zooming all the way in and then hovering over that tile, it might say the right thing then. The hover info is sometimes imprecise when your zoomed out.
[quote quoting="post"] Make the Govern City ledger state that cities are out of food instead of # of tuns in the billions to reach the next city level. Also, a pop up to state that the city can not grow anymore do to lack of food would be nice. [/quote] That window has a column showing city growth rate. If thats showing zero then your out of food. :) As the other guy said, what would be really useful would be to add the display
[quote who="DexCisco" reply="3" id="3094153"]If you press spacebar on units with a path, I think they just skip their turn and don't move at all.[/quote] I was proposing to follow interface standards from other games. Yes, currently in FE the spacebar will cause a unit with no path to be skipped.
Steal Spirit spell does appear not to do anything except kill one of your champions.
Other games, I think the spacebar has been used for this. If no path for a unit, then it uses up his remaining moves. If path defined, move the unit along the path. Other games, also seem to remember shift-click being used to define a path for a unit but not have him move yet.
Didn't know I could turn auto-select next unit off. I move a pioneer to the tile I want. Sudden pop. I'm now looking at another of my units on another part of the map. Argh!!
Know what your trying to describe but what you typed is way confusing. When you group up units with different movement rates into an army, it causes funkiness the turn that you un-group them. It would be nice if the whole group and ungroup army didn't play around with the army leader's and other unit's used movement.
I've seen this too. The tiles look like a plain and are next to a river. The when you highlight that tile, it says its a river. Movement through it happens like it's a river. "I've also seen in .86, a tile that labeled as cliff had some other kind of look to it." This previous sentence I first posted is a mistake. What actually is happening is a plain is south-east of a cliff. When I hover my cursor over the plain, it will say its a cliff. If I zoom in very
When a city is selected. B brings up build side bar. T brings up unit training side bar. Escape key will close these side bars. You can hit B or T to switch back and forth between them. Hitting D will pop up the city details window (which the escape key won't close). When an individual unit is selected. E brings up equip window. T brings up trade window. Playing around with the quick save, it seems to do very bad things after I load from it.
In .86, the animation loop caused by getting stuck on terrain also seems to cause major slowdowns when you have them on screen. Of course this is only noticeable in large map, late games when the things are already chugging.
Late game, I did see the AI with lots of units totally equipped in some kind of enhanced chain mail. Chainmail with slightly better stats than my normal chainmail. Equipped with a magic spear too. His Archers and mages weren't wearing this chain. Which makes sense. At that point my faction power was 730+ and his was around 550. Date was around Fall 260 A.C.
The exp you get after battle is presented after each battle. The needlessly small window that comes up and lacks labels on the numbers it shows. On the left is the numbers for each of your units. First column is damage taken. Second column is damage given. Third column is the exp each unit earned.
Seen the same thing. Seems AI is very poor at defending cities with units. They do build that defensive animated statue in all of their cities.
In late game, I've seen 6 unit AI armies with a pioneer and a combo of bowmen, mages, and chainmail wearing swordsmen. In mid game, another AI quickly wiped out 3 other AIs with cheap armourless units. If an AI doesn't have resources, it seems to do wacky stuff with what it's producing.
[quote quoting="post"] First of all after playing through several times .86 strikes me as the beginnings of a great game. Way to go Stardock. However since criticism is what will make this game better here is mine. The strongest part of the game right now is the questing and magic. It's just fun to explore the interesting worlds that you have created. Also magic is fun and interesting as well. Not that these areas are perfect, far from it, it's just that they are the more
[quote who="seanw3" reply="8" id="3091710"]If you stay at just one city and specialize in prestige, you need lots of grain in the early game. People who expand quickly should be looking for materials. That said, +.25 Prestige per Grain would not go amiss. [/quote] I just finished a large map, challenging game and had been limited to 2 cities early-on due to quite a poor starting location. The faster city growth definitely hel
The Abandoned Dig quest spawns 6+ Scrap Golem Armies near where you started the quest. If the ocean is nearby they will spawn in the ocean. They appear to enjoy the swim. This is an issue since obviously iron scrap golems should not like salt water! Also the destination for the quest, the Lost Temple, can spawn in an unreachable spot. Mine spawned at the junction of 3 walls in the Imperium.
I took over 10+ AI cities with my ruler on horseback, a size 3 and two size 5 scouting swordsmen. After upgrading them to chain, they just started stomping numerous amounts of the AI's leather clad units. Even though I'm now producing size 7 scouting units on horseback (4 movement) with amazingly boosted stats. These 3 old units leveled up so much, they became too valuable to ever dismiss. Have seen the AI waste money building adventurer's guilds and command posts all over
I frequently send units in completely the wrong direction when I'm clicking with a top mountain top immediately below where I want to go.