sweatyboatman

sweatyboatman

Joined Member # 2565212
1 Posts 47 Replies 16,368 Reputation

[quote who="Bingjack" reply="7" id="3211968"] When roads are involved, you can cover a lot of ground (and really go off the rails when the AI does something stupid) in a single turn, with a single click. Again, I'm just looking for a toggle option here. A preview/confirm mechanism is a pretty standard behavior in most of the TBS games I've played, for precisely this reason.[/quote] That's true. Maybe just make the right click work immediately for one

10 Replies 44,139 Views

[quote who="CdrRogdan" reply="2" id="3211922"]From the look of things your basically asking the game for a popup that says: "Your unit is about to do something incredibly stupid! Do you want to let them?"[/quote] I think he's actually asking for a less klugey way to get the green path icons to show up before the unit moves. The idea being that it requires two right-clicks on the same spot to initiate a move. I think that could be annoying for those o

10 Replies 44,139 Views

Frankly, I like not having to deal with road building. Roads are boring. I prefer the current system, even with its egregiously bad road placement. Though the idea of being able to upgrade roads (per city via the build UI) sounds cool to me. [quote who="Bingjack" reply="6" id="3211772"]It places them through monster lairs, locked champions, woods, the long way around the map, another factions territory, and simply fails to make logical connections between cities an

36 Replies 36,056 Views

I have been playing a game on a Large map with a bunch of AIs. One, a custom faction named "Obnoxious Dinner Guests" quickly jumped out to a sizable lead and has held on to it as the game has continued. However, I have been catching up over the last 100 turns or so. Imagine my surprise when I loaded up my latest save to find that the Obnoxious Dinner Guests were no longer present in my game! One save they're there: http://dl.dropbox.com/u

5 Replies 2,983 Views

[quote quoting="post"] Furthermore there does not seem to be a way to cancel and recast them. [/quote] There's a list of current enchantments in the "Govern" area (Click on Govern in the lower-right corner). You can remove the enchantments on your city from there. Does seem like you should be able to accomplish the same thing from the city details sheet.

2 Replies 3,361 Views

Not only caravans, but any unit should be able to share a tile with any other unit you're not at war with (e.g. alliances and non-aggression pacts). You should also be able to pass through AI controlled cities if you have a non-ag pact or alliance.

9 Replies 2,825 Views

[quote who="DsRaider" reply="12" id="3211334"]I actually disagree. Removing this would make spamming low level things utterly ridiculous.[/quote] Low-level units are essentially useless once your opponent has real armor, what's your point? The system as implemented doesn't prevent a player with a handful of cities from pumping out hordes of useless units. It just makes that tactic far more effective against a player who has fewer cities. [quote who="CdrRogd

14 Replies 4,033 Views

[quote who="Bellack" reply="25" id="3211114"] This makes absolutely no sense to me. Why would you play a 4X game with little to no city building (AKA no colonization) and no taking over enemy cities? Why only have 2 or 3 cities on the WHOLE map. [/quote] Because you can? The great thing about a game like this is that it opens provides a playground for different strategies and play styles. The idea isn't to get the highest score, it's to play the fun

26 Replies 19,307 Views

[quote who="ddd888" reply="20" id="3210700"] Quoting sweatyboatman, reply 19 I'm not sure why we're rewarding idle cities at all. Really, it's yet another unnecessary advantage for city-spammers. tbh i dont see this cities are just plain better WHATEVER you do with them if you train ppl, build improvemnts, or idle its just better to have a city than not [/quote]</

26 Replies 19,307 Views

Monster behavior AI needs some serious love. I had a post a while back about monsters decimating towns that was something like this: When a monster attacks a town (and wins), it should make that town its new lair. Depending on the population of the town, there'd be a number of turns that you could retrieve the town (with some damage, and a drastically reduced population) before the whole thing just poofed into a pile of rubble. (A new monster would automaticall

26 Replies 24,070 Views

Quoting myself from another thread: All these %-when-idle bonuses should be replaced with bonuses dependent on the kind of hero(s) that's governing the city. So wealth and production bonuses require a hero with the Administrator trait to be stationed in the city. Research bonuses require a Researcher. Magic bonuses are generated based on the type of magic skills the heroes stationed there have. Military bonuses could be calculated based on the Strength/Agil

32 Replies 13,049 Views

My understanding is that Stardock takes bug reports from the forum and has employees enter them into the bug tracker. How about just letting us see the bug tracker, but not comment or submit new bugs? So we can see what's going on. Or at least, when people complain about Sideways Arrows [e digicons]X([/e] we can point them to the entry in the bug tracker.

8 Replies 9,819 Views

[quote who="seanw3" reply="2" id="3209756"] If you are dead set about giving incentive not to build, 100% is what you need to add. Maybe even a set amount of +8 Research when idle.[/quote] I'm not sure why we're rewarding idle cities at all. Really, it's yet another unnecessary advantage for city-spammers. All these %-when-idle bonuses should be instead tied to the kind of hero that's governing the city. So wealth and production bonuses require an A

26 Replies 19,307 Views

You can only settle in certain places on the map. These places can be seen in the icons that overlay the tile and represent the resources avaialble to a city created on that spot. Here's a screenshot: You'll need to find a tile with at least food and production before your pioneer can create a town.

2 Replies 5,512 Views

I am psyched for a tactical action bar! it looks like it's customizable and hot-keyed as well?! though it seems like there's plenty of screen real-estate so why hide the bars for Skills & Items if there's room?

16 Replies 40,542 Views

I know it's an industry trope to have all these map/game settings: Map Size, Terrain type, Game Difficulty, Number of Opponents, Game pacing, etc... And frankly, I love that FE provides so many different options. It's really cool, but reading the thread Frogboy started on Map Size and some other comments has started me thinking about how differently the game plays when you change any one of those settings. We're all playing the same game, but having compl

0 Replies 1,439 Views

What size map are you playing on? How many opponents? What level of difficulty? There are options when you're starting the game to change the pacing, try speeding up the pacing on tech or growth and increasing the monster density.

10 Replies 7,392 Views

Isn't there a trait that gives you henchmen when you start? If you abhor the use of weaponry, then I would take that trait and use the henchmen (and summon) as meat-shields to level up. I do think that it should be possible to play as a pure magic user, but IMHO the leveling up mechanism isn't really there for that. A pure magic user needs a shield, a heal, a debuff and a blast. I'm not sure, but I don't think you can build a character like that

10 Replies 7,212 Views

This is a holdover from Beta 3, but the AI for peace/surrender is still borked up the wazoo. The price of a cease-fire is astronomical, but you can get pretty much any sov to surrender to you as long as you're a little more powerful than they are. I guess the negotiation AI hasn't gotten any love with this beta. [e digicons]:frogboy:[/e] Frogboy's been slacking! [e digicons]:D[/e] I noticed that all three of the AIs that I've g

3 Replies 10,716 Views

It might be intentional, as the description of the "Vial of Poison" says "With this the unit can apply poison to his weapons, making even the most glancing blows lethal." I don't know though, a dodge or a block should at least give you the chance to not get poisoned.

4 Replies 3,881 Views