#3. Rebalance the cost of pioneers to make them more expensive relative to the initial buildings. I'd also make them slower (the base unit should move one square per turn) which would make them more vulnerable to monster attacks. Good analysis. I haven't seen the point mentioned that the pioneers cost as much as the early buildings, which I think makes training pioneers initially a far better strategy than building anything.
sweatyboatman
I vote for being able to build forest/river buildings that are not attached to the city, but are within the city's natural ZoC. You still make them from the city screen and the buildings appear on the map, but they're not destroyable like resources. Seems simple enough to me. Plus it would give a little more visual pop to cities by spreading them out, rather than having everything clumped together in a square.
[quote who="OrionM42" reply="96" id="3206101"] Quoting seanw3, reply 93 I hate to admit it, but alot of the people that play these games don't comment on the forums. ... Exactly so ! ... which is one reason why Derek, Brad, et. al. should NOT always take the comments, made by the 100 most prolific respondents on these forums, as unvarnished Holy Writ . However well meaning we may be, we are not the purchasers who
[quote who="NorsemanViking" reply="37" id="3194328"] Quoting RedDwarf999, reply 34You know what I didn't like about this game? When a random monster could walk into a town and destroy it really quickly. Play for 3 hours and your best city is demolished. It should be more like the city is just inconvenienced by the monster. Some penalty for some time. Or the monster raids the town and makes off with a princess/prince (whatever) and a quest is generated. &
[quote who="Austinvn" reply="138" id="3188756"]I actually encounter a lot more frustration dealing with the ridiculously large hordes of regular units the AIs churn out on higher difficulty (hopefully the upcoming economy scaling changes tone that down a touch). If I defeat a champion, at least I won't see him again anytime soon - it may be only a temporary advantage, but it's an advantage nonetheless, one that can potentially swing the war in my favor. On the other hand if I defeat a
[quote who="MiamiBigAL" reply="1" id="3170726"]And what would these boosts/hits be? Being overtly hostile seems like it would always have a negative impact, which is why I am guessing it is always an apparent friendly greeting until you, e.g. declare war.[/quote] In a 1v1 game, maybe. But your relationships with other factions might suffer from being too friendly with "the wrong type of people". Also, a stronger faction might attempt to prove its superiority by bei
[quote who="joasoze" reply="2" id="3169656"]How is the splash damage supposed to work now?[/quote] splash is supposed to do a fraction of the damage of the initial attack to the neighboring units. there are other threads about the splash damage bug, but basically there's a flaw in the way it calculates the damage done to neighboring units that is magnifying the damage rather than reducing it. So instead of doing 20% damage, the splash does 400% damage or somesuch.&
This just points out yet another weakness of the tactical AI. I'm pretty sure that champion has other means of inflicting damage than melee, but it doesn't use it because it thinks it can get to the Storm Crow in two turns. He's got burning blade and candle-cloak so it sounds like he could take two turns to fire a couple flame darts and end the whole battle. Also the tactic wouldn't work if the AI's champion wasn't all alone, grouping units being
That's what I get for being resigned to something happening. Can I just say how much I appreciate Brad's participation on these forums. Great news! I'm really curious now if you're planning on overhauling the UI for city building.
I may be wrong, but I just assumed you needed to kill him on the first shot to complete the quest. Otherwise he just becomes a particularly nasty monster rampaging around, detached from the quest altogether.
[quote who="Trojasmic" reply="8" id="3167802"]I'm really surprised by the concurrence on 1-tile cities. I thought for sure a group like this would go for the more creative (not done in other games) approach that we have today. [/quote] I think those of us who championed the multi-tile cities have just accepted the reality that Stardock are going to make this change. [e digicons]x_x[/e] RIP: it really was a novel feature, but it's appeal was mostly cosmetic
100-Year Flood All tiles within (x) spaces of water are flooded for (y) number of turns. Cities in the affected area lose all production/mana/gold for the duration. Non-stationed units (including monsters) are pushed inland, taking damage for each tile moved. Any construction (improvements, shards, outposts) is destroyed.
the first thing you should try is changing the camera angle. I find just changing the camera so it faces straight across the battlefield fixes things about 80% of the time.
...related to the 3-turn minimum training time for all units. Cannot wait until they take that out.
Wait until Beta 4. Once they take out the dynamic cities on the main map, performance should shoot through the roof. I believe that was Brad's main argument for changing to one-tile cities (that it would free up resources to do a lot of other things).
or stunned... yeah i think this is a bug
[quote who="OrionM42" reply="3" id="3165378"]I guess the reason why more players (maybe) don't do this, is because none of their champions ever get damaged, by losing a combat. Well ... Good for them ! ... but one benefit to me, of being a less than stellar player, is that I ALWAYS end up with "some throwaway champion running back and forth doing it"... [/quote] Speaking for myself, the reason I don't do that is because it's boring.
This game really needs a straightforward way to transfer objects between champions at a distance. I propose that champs stationed in the city will have access to a armory where they can leave objects or pick up objects your other champs have left. It doesn't matter which city you're in as all cities access the same armory (magic!). This has probably been suggested before, but the search on these forums is useless.
unique faction traits no waiting for the turn to end no crashes questing/leveling champs - brutal monsters - some cool loot
@Numdyar, you and I are on the same page. I feel like with FE Stardock has a lot of opportunity to really re-imagine a lot of the 4x tropes. And as 4x tropes go, expand or die is one of the lamest and most indefensible, but it's also the most universal. As with most issues on this forum, this is not an either-or thing. The idea isn't to get rid of quick expansion as a strategy, it's to make it so there are other viable strategies.
here's another option: have a scaling mana/gold cost for the building of each city. your first city is free, natch [e digicons]:grin:[/e] . your second city costs 50 mana/200 gold. your third city costs 100/400, 4th = 200/800, 5th = 400/1600, etc... the actual scale could be varied depending on the size of the world map (so larger maps have lower costs). cities should also incur a constant mana cost as well, based entirely on the size of their ZOC.
[quote who="Frogboy" reply="11" id="3164612"] Quoting Ashbery76, reply 10the Which is why we call them Ironeers and not dwarves. I miss sprites. You want a halfling? No sweat. You want a lizard guy? Easy.[/quote] Artists need to eat, too!
[quote who="lhetre" reply="10" id="3163923"]my mistake, I was thinking about a champion casting haste on itself it seems still logical IMHO : you cast haste to allow your unit to move before the others, the spell works from the moment it's been cast, not from the moment the unit should move but I haven't seen a unit going from a movement every few turns to five movements in a row, that's why the combat system seems quite robust to me[/quote] just to c
#1 - double-right click/waypoints. do not do this. If you're implementing waypoints, then shift+right-click to set them. Otherwise, right-click should trigger action. #2 - ok. though I would rather they worked on other UI issues. I have yet to have the desire to set a destination for units before they're built. #3 - agreed. more hotkeys = more better. though overloading the functionality of hotkeys (so they do different things