[video]http://youtu.be/66E3YM4YgdA[/video] [video]http://youtu.be/5nZA7PhS5VM[/video] [video]http://youtu.be/1EeeQcDycss[/video] [video]http://youtu.be/HnhymPWVwZ8[/video]
Das123
[video]http://youtu.be/R3-pQJoCsX4[/video]
[video]http://youtu.be/k-nGFNvWKu4[/video]
[quote who="Kestral2040" reply="13" id="3342441"] If a hero is 'killed' while his army is successfully attacking a city you get two of the hero - one in the city you attacked and the other (along with the remains of the attacking army) in the closest other city. hmmm, has anyone else had this happen? I just tried to reproduce it and was not successful... more information would be appreciated.[/quote] This has happened to me a number of times now playing
Thanks for the comments. :) [video]http://youtu.be/9n1FeHtKWt8[/video] [video]http://youtu.be/IWx39s61buA[/video] [video]http://youtu.be/zO7-kuoYeBs[/video] [video]http://youtu.be/0wzexV-bl0s[/video]
The game is very enjoyable but there are a number of annoyances and items that really should be fixed before the game is launched: STRATEGIC MAP: Need an intuitive way to stop city-spam. I'd be happy with a city limit you build (not conquer) based on research. There needs to be a way to alert the player better when a city stops building. Forcing the player to keep pushing tab every turn to check what needs attention is what you
[video]http://youtu.be/2yGEfovc5Lg[/video]
I'm not really good at spell-awareness. :) [video]http://youtu.be/7T2h-4jNG8Y[/video] [video]http://youtu.be/QlxtNvT27o4[/video] [video]http://youtu.be/EmRLh5zm6RE[/video]
Anyhow, back to the topic... I totally support finding a different solution to the current 'raze and never use again' mechanic. Unrest for X turns and loss of population looks like the ideal solution. Even if the city is razed, the underlying tile should keep its fertility - at the very least.
I never really get my mage unit close enough to use the lightening spell. Here's some more episodes... [video]http://youtu.be/5Eyy-6dCptM[/video] [video]http://youtu.be/YaWyupNoN0Q[/video] [video]http://youtu.be/TLQNEOAEjtc[/video]
I am really enjoying the game and already have many hours logged away. There are however a few things I think would really help it along: 1. In tactical battles, before an attack takes place, allow the player to undo the movement. I have often clicked on the wrong square and screwed up my battle. Having an undo would be great. Before attacking there aren't any spoilers so there shouldn't be any issues game-play wise. 2. When you ask a player to leave your territory the
You can move a troop with the Berserk ability, click the ability, and then it will still move again in the same turn. This is a massive advantage and feels a bit glitchy.
Yes, was going to post exactly this. Love the mechanic and want it to stay but the costs need a bit of balancing.
When capturing Deorcnysse a message says: 'You have captured the string not found of Deorcnysse.' There was also nothing protecting this city so it could be taken with a single flying unit.
I agree with the OP about some-how tying this back to production rather than just a flat percentage. Not sure how though.
Ah. That would explain it. :) [video]http://youtu.be/AHIbDBWNBHc[/video] [video]http://youtu.be/MSGeO0YSvCM[/video]
I'd also like to see some randomisation or unique levelling trees for heroes.
First off, this is really heading in the right direction. Loving the changes overall. The things I feel need to be looked at are: 1. Allow an option to flag cities that finish their production and have nothing left in the queue - including cities that finish production of a resource. 2. The green and yellow 'Turn' button is too similar for colour-blind gamers. 3. Levelling of heroes would be great if there was a bit of randomisation in the pre-set choic
[video]http://youtu.be/BGIykD52t18[/video]
[quote who="Mhantra" reply="9" id="3333578"] Amazing production on that 1-6 square, especially with a metal node right there. interesting.[/quote] That square has some pretty interesting events happen to it around episodes 7 and 8. :) Here's episode 2: [video]http://youtu.be/aTOJtjvehh0[/video]
[quote who="joasoze" reply="3" id="3332897"] Umber so übercool that they had to remove them or all the other races Not really, but BRING UMBER BACK! [/quote] I love Umber as well. :)
[video]http://youtu.be/mxpOrSKH4Co[/video] I started a 'Let's Play' series of the beta and am really enjoying the changes. In the video there are a couple of 'annoyances' such as: Difficult for colour-blind people to see the difference between the yellow and green Turn button (I would still much prefer a pop-up once a city stops production - especially now that we have the new city generic build additions). Clicking hero in HUD doesn't
Looks great. Can't wait. :)
If you make a fence from a directory and make the view for the fence 'List' it does what it is supposed to. If you then resize your screen resolution the view for that fence changes to 'Details'. Hope this can be fixed as I use fences a lot in list view and also have to change my resolutions quite often. EDIT: This is still broken in beta 2.1
I'd buy any strategy game you guys make. I really respect the stance you take and the passion you have with trying to things well. So as such I'll keep supporting what you do well into the future. I'd love to see more of the same but with a bit more focus on navies, flying, tactical goodies (terrain and fortifications etc) and so on. I'm still frustrated a bit with the FE UI so I'm secretly hoping that at some point you'll address that in a meaningful way.