[quote who="sratner" reply="2" id="3166837"]How about while casting a spell? Right now my caster happily interrupts his casting animation to counterattack, then returns to pondering about that fireball.[/quote] You mean you can't? Pfft, not a problem for me.
dctrjons
Here's my problem, end of the trees do not make sense to me. If magical weapons and armor are in fact a device independent of standard issue equipment. Why then does the magical tree get a bonus to all weapons and armor and the warfare tree gets none? I think Refined Attack and Refined Defense need to be move to warfare. The magic tree could get like techs but fitting to their nature. Perhaps an equivalent to Refined Defense (with a different name) an
Quests in general need a redo...not the quests themselves, but feedback into what is going on story-wise...and a real meaning to the choices. As of right now it essentially is pick the first option until you 'win'. If you lose or essentially come to a battle that is currently impossible to win, reload a previous save-game and wait to take on the quest when you feel you've got a strong enough army. Kinda takes some of the fun of the mystery of a new quest.
I'm not sure what version...but I think nearly all abilities could be used at range, even bash. I think it was a bug then, they may have fixed it more than it should have been. I do think these abilities need to be addressed with at the very least better tool-tip info, before and after you 'buy' them. Then they need reevaluating their common-sense ranged viability. To me it would make sense to be a ranged attack(gambler's strike), same for the
I think this could be an important part of the balance for some player, especially new ones. I know I didn't even touch taxes for quite a few games, and then only for a few turns to get what I wanted. Malsqueek mentions that he needs it to compete with the AI in the beginning, I realized I do the same thing, but I never thought of it as cheese. I don't thi
[quote who="Malsqueek" reply="15" id="3166773"]I'm finally starting to accept the fact that the "No Taxes until you are out of money" and "Use your early mana income to boost production and research" strategies are essentially required for any kind of start to completing with the AI.[/quote] I'm going to address this issue in a separate topic if it hasn't been so already. I don't think the problem is the strategy or doing it in game, to me it makes sense. B
This I agree with. This one seems to be a bugger...and two fold. Especially vs. structures that can phase. It makes that part of the game un-fun. I force my ships to focus fire on a structure, they attack...it phases out and then they all head out to the outer edge of the grav well to take out the newly arrived trade ship that will jump before they can get to it. [e digicons] Then I force my ships to focus fire on a structure, th
[quote who="Kongdej" reply="7" id="3164806"] [..]and units deciding to attack when I move next to my enemy, instead of waiting for my next order. Sincerely ~ Kongdej[/quote] I...see this and it gets me everytime. Making me think I clicked wrongish. I thought I kind of narrowed down what one of the conditions was. It always seemed to happen with my units that had no ranged attacks available and it was their very last move.
Surprised that I haven't seen this mentioned. Right now I want it since I make mistakes and don't remember what combination I originally had. But the reason I will want this is after the game is released I will want to make some opposing factions and I might not like what I make all the time and it would be much easier to have the option to edit factions, much like units are customized right now.
[quote who="Droghar" reply="10" id="3164256"] These are meant to be champion classes, not civil servants.. I see the governor champion as a retired former general, whose leadership skills, strategic thinking and reputation make him an effective politician. Just as is still common in countries where military life is prevalent, just as in most fantasy literature. The choice to use him in battle to become a better leader, or get out of him in a city what you can now, is a strate
There should be a variable...possibly based on the city they are stationed at. Yeah I know there is the city improvement, but I'm thinking governor specific. IOW he gains levels based on the population of the city. There could be other factors but it should be fairly simple. What I don't think is should be is in any shape or form a strict 1 or 2 bonus. This makes them stale. And while placing them in the largest city may level them the fast
[quote who="chanter45" reply="4" id="3164237"]Yeah. I was like "Okkkayyy why is his army rated deadly?" *Run forward with my sexy army* Turns out he has insane fire damage. I'd appreciate a hot fix for this as it ruined my game [/quote] Beta - games are going to be ruined.
I find charge very useful for my long range assassins. But that doesn't mean it fits...especially since what I use if for is to run away from the front lines and fire a volley.
Pink space ponies?
Have seen this I believe in tactical combat...it doesn't happen too often because sometimes it's hard to tell if it was me clicking too quickly or really a misindication of the square highlight. And it appears to happen more often if for example in the isometric view if there is a hill 'south' of the square you try to click on. The cursor itself may point at the hill but the green highlight is highlighting the tile above it through the hill. This would appe
Not a criticism, but it might help come up with ideas how to improve the spellbook. It's going to be 'fixed', but there might be better ideas that they haven't thought of yet.
Lol, sad but true. As frustrating as the crashes are and some wonky mechanics. I am really really enjoying the progress. My favorite is getting frustrated in how I want to design future armies, spending 20 min on a turn where I rethink how I want which champion to do what and where I'm going to be spending my peoples' money.
Kinda like Sins.
[quote who="BlackRainZ" reply="19" id="3160888"] Definitely disagree. I already pummel the AI as it is with spells. I use outposts and such to make sure I know when they are coming.[/quote] If there are roads to your outposts, then the AI should be able to clear the outpost and remove your influence...at least that's what I've seen. Plus you have to think of it both ways (both for the AI and the player). I've yet to be the target of any of the influe
[quote who="Sethai" reply="15" id="3160476"] You could just as easily do this without a siege system though[...][/quote] [quote who="DsRaider" reply="16" id="3160544"]Indeed you could always cast freeze or tremor and then spam fire pillar. Not to mention all those end game army eating spells like firestorm.[/quote] Not exactly true. When talking about spells that are limited to territory. The current mechanics allow you to charge a city and avoid any of thes
[quote who="BlackRainZ" reply="11" id="3160067"]There is a problem with this which I think maybe you guys aren't realizing. If you have to siege a town for 1 or 2 turns it would be way too easy to repulse the enemies with certain spells. If you are a fire mage and have those fire spells that attack armies on the map, do you know how much damage you could do in 1 or 2 extra turns with those fire spells? I forgot what it is called but if you could hit them with it 2 or 3 times before they c
Well done, but more than that...good job getting on the ball and taking notes right off the bat. I used to be good at Beta testing but real life has a way of making me want to plow though games and find mechanical errors. I see a lot of your notes and am reminded of the stuff that doesn't bug me or confuse me anymore...but have forgotten that it used to. Wish I had stopped and took notes in the first 10 minutes of play. One thing
No I want to keep the notification if I can research, because that may change my research. It often does, because I will have seen the resource availability 'coming', just not when . And the notification is a reminder to switch research (or not). Now for techs you can't use...ever, I can still see a benefit if it happens to be an active lair. But this essentially would be a different notification, essentially "uh oh, you've encroached on
I find the scaling frustrating from cloth 3D. When selecting a model scale it doesn't seem to match. I can't think of the size, but lets say "large." On the 3D map the large figures will just fit in the map squares. On the cloth map they take up an additional half square or more and can't see what they are near or able to tell what I click on when two armies are adjacent. If you select a scale where the cloth figures fit on their squares, the 3D v
Moved from another discussion: I understand the desire to keep AI turns un-boring and non-Windows pop-upy annoying but maybe the AI turns need a little of that. It's been so long since I've played an old-school strategy game, I'm not sure how any of them have handled AI turns. There is a secrecy that occurs on the AI's turn(s) that give it an unfair advantage. Outposts / resources can get destroyed without knowing where it happened, who the culprit