It does serve in that kind of role, but I'm not sure if it's enough to justify it's existence.
Vallu751
Pressing tab selects the next unit with moves left.
Agreed. Info would be good to have when you can act on it, not before.
Yup to this one. I find it odd that I get a message about resources within my area of influence that I'm unable to build on, and no indication when I'm finally able to build. I often forget to build on mines and such because of it.
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
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.
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.
TorinReborn, I wasn't answering to your message. You ninja'd me by a few seconds. I actually agree with a lot of what you're saying.
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.
Yup, posted a while back about this very issue. Easiest solution might be to just keep the improvements always out of city queue.
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.
If you don't like the unit design, you don't have to use it. The AI doesn't, so you'll be on equal footing.
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.
0.85 is the beta 2.
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
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..
Best correction on forums I've seen so far, thanks for the laughs [e digicons]:thumbsup:[/e]
Seeing is believing. Please don't nerf the AI before beta 2. At least leave it full on challenging.
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?"
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.
Accuracy and dodge too..
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.
Tying "battle placement rank" to a unit's weapon type / monster type might be a good start. And moddable. For champions it isn't quite so simple, but I'd be perfectly happy if staff wielders and archers were in the last rank, daggers in the middle and big weapons up front.
So... much... good... stuff...
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 ;-)