Vallu751

Vallu751

Joined Member # 659419
34 Posts 504 Replies 15,543 Reputation

Not only responding, but they are actually fixing the stuff as well. Maybe the WoM schedule was just too tight towards the end, or maybe something else was missing. Whatever the case, the situation is a lot better. For example there was an ages old bug where the UI got messed up if your Windows taskbar was locked to the left side of the screen instead of the bottom. It was reported a couple of times during WoM development and after release, but nothing ever happened. Now it's fixe

2 Replies 2,387 Views

That said, maybe some tech unlocking a defensive bonus for units in outposts, etc. wouldn't be bad. Although in a way it's already implemented: function of outposts is to extend your borders and units within your borders get bonuses. The actual outpost square isn't any better than plain terrain, though. And I don't consider better outposts simply fluff, although there's an inaccurate quote in reply #21 that I would have said so. That was Tasunke.

35 Replies 17,853 Views

What would the single militia actually accompish? Have you played Demigod? In Demigod it's better not to get more troops at certain points of the game because they would just be serving the enemy experience points.

35 Replies 17,853 Views

Using queues for unconnected improvements is not trivial. What happens if a resource is halfway between two cities? If the building of the improvement hogs up the queue, the UI should indicate which city it will connect to. And improvements near outpost would still be free as there's no city nearby.

6 Replies 10,557 Views

If I wanted starbases, I'd play GalCiv 2. If there's an upgrade to outposts, it should be a low player input thing. Focus of the game shouldn't be in microing outposts.

35 Replies 17,853 Views

1) Unit movement path should be shown when mouse button is pressed down, not after the unit has started moving. 2) Add a slight delay between automatic changing of next unit after a unit runs out of movement points. Right now if I'm exploring for instance, I don't get to see what my unit has uncovered as the view flies to another unit.

0 Replies 1,106 Views

Taxes at normal are producing 1,1 gildar per turn and cost 40% unrest for production and research. How's that working for ya? Let's put it differently: if an ability allowed you to increase tech research and production by 30% by paying 1,1 gildar per turn, would you use it? For the beginning of the game, setting taxes to 'none' seems to be a good choice. And selling magical items you've found can net you tens, if not hundreds of turns worth of taxes

51 Replies 135,538 Views

I think it's time for a YAAAYYY!! It's good to see how much time Brad has with the FE AI. It makes the [e digicons]:cylon:[/e] in me have to think of new things to demand..

67 Replies 55,551 Views

Seeing is believing. Please don't nerf the AI before beta 2. At least leave it full on challenging.

67 Replies 55,551 Views

Nice to see someone bring this up. I've always kept my tax percentage at flat zero for all my games. It's not worth the hit in production and research to get a few measly gold coins when you can sell items for hundreds. "Majesty! We can raise taxes to get 1,4 gold every time we collect them or we could sell this magic item that's gathering dust for 438 gold. Oh what shall we do?"

29 Replies 41,508 Views

Ammo limit sounds good. There's nothing wrong with a high speed archer getting off a couple of kited shots. Just put in a limit instead of having infinite ammo.

218 Replies 398,985 Views

Big yay! The game has progressed with amazing speed and the changes look very good indeed. Glad to see caravans go, glad to hear of the tech changes, love the visible pathing and the experience splitting decision is both good and interesting. It makes regular units more viable, I think.

100 Replies 250,334 Views

Hey! Nothing wrong with pink ponies for Lord Xia. And damn, I'm getting my hopes up again. Have to read forum suggestions to fall into despair again ;-)

83 Replies 61,929 Views