Though game mechanics that aren't hardcoded prevent Stardock and developers from making substantive expansions and DLC when the community can easily do just the same. I support em' too. I know Mega Events are meant to do foundation-rattling effects upon what would be a "stable" scenario, but I'm just asking for what I think is better for them, and the overall games balance and fluidity is that they take time to fully reach their mass when triggered.
NagaPrince
Strategy games multiplayer as always been difficult to overcome for many players, I mean, my Heroes-5 Hotseat game with my brother has lasted a week now. We played 5 games, 2 HOMM3 after nearly a decade break and lost them all till now lol...
I liked Events and Mega Events, but wish they were much less dramatic and more incremental, more natural than artificial. I'm not asking for Event chains for every random pop-up, but they have within them variables that'll slowly, or rapidly, decrease or increase then chances of the events affects expanding/elevating. Like when companies balance MMO's, maybe increase or decrease certain abilities and item spawns by small increments rather than increasing the "Warriors Atta
More people will be disappointed if it has Tactical Combat than not, because so much of the game will be revolved improving and balancing out that sort of game mechanic. I think they're going to abstract combat so that its similar to Europa Universalis's abstracted warfare. You can decisively influence from a broad scale of technology, leadership, terrain, etc. Now which brigade you want flanking which, etc. It would be the best way to approach this. Plus with tactical-based c
I have this funny feeling the tactical dimension for space combat will be on the strategic map itself. If an enemy ship is in an asteroid belt, adjacent to planets, or in a nebulae, they'll be granted bonuses, and they'll be ship classes providing and negating abilities too.
Shameless Bump* ;P
Wow - I'm surprised frankly to find another instant-razing resolution thread, since this NEVER came up as long I have been wandered about. Lol it looks as if I stole so many suggestions here and claimed them... Instant-Razing is a seriously game-breaking problem, because although everyone plays their Single Player experience of FE their own unique way, the fact that flagyl and others constantly rely upon autosaves to continue keeping Fallen Enchantress & Legendary Heroes is NO
[quote who="igncom1" reply="1" id="3338989"] I still believe that a Dragon or Construct should essentially annihilate a city when attacked, its fun to have such turmoil like you suggested but there are creatures to be feared and by losing their teeth they become boring and bland. The environment is as much your enemy as the other factions, and it stands to reason that they should even be capable of destroying empires when given the chance, let alone city'
Foremost, I apologize if these mechanics or feature adjustments are already in Legendary Heroes, or by an earlier FE patch, I just never had the chance to post this huge wall of text. I wrote these ideas down 2-3 months before LH was announced, but hopefully they can contribute to the success of the product. If anything within this seems ineligible I probably didn't elaborate clearly or didn&
I'm truly impressed, I for the most part agree how disconnected the Heroes integration and their role within the "4X" aspect of FE was. Also, it was a chore and really unbalanced that whomever found their Faction's random Champion first, could potentially recruit them. Huge gameplay imbalance, utterly and without unnecessary revulsion injected. Not trying to brag, but I did wish I posted ideas of mine for confronting the Unrest Penalty system much much earlier when Frogboy fir
[quote who="ManiiNames" reply="43" id="3308146"] Since pioneers use 30 pop, how about changing scouts so you can use them to found outposts?[/quote] I still don't feel this is enough of an justification for giving Scout's the ability to found Outposts, yet 30 pop hopefully doesn't cripple the AI at all. Unless, when Pioneer's construct an Outpost, they use no pop, but when Scout's do they automatically use 15 pop from the settlement they're connected to, a
*In response to Mistwraithe That's a strong valid point in that Unrest actually affects everything , being cities Outputs. Meaning, if you gain to much Unrest, you practically destroy your entire empire's efforts to do anything, instead of just your researching and revenue gaining capacities as Civ4. Truth is there is plenty of ways to reduce Unrest currently, with many ways of reducing it via city Improvements, than the spells, Traits, can't think of anyth
[quote who="Vendetta187" reply="15" id="3306795"] Quoting NagaPrince, reply 13When you planetary invaded an enemy planet in MOO2, depending upon which government you began your game as, it would take between 2-10 turns to fully pacify the planets alien populace and use it. Uuuuhm.... that didn't work that way. It took 2-10 turns to pacify a single unit of population. In the meantime the population unit was set as enslaved and had reduced yields. You could use the populatio
[quote who="Frogboy" reply="11" id="3306534"]For FE, I like a lot of these ideas. In the upcoming expansion, the "Faction prestige" thing is going away. Instead, city growth will depend entirely on available food and unrest. The more cities you have, the more unrest you get. [/quote] Really happy and surprised you would share that tidbit publicly. Just, PLEASE make it so that Non-Champion's can also reduce Unrest in ci
No problem at all Vendetta187, I'm glad you took the initiative hehe. My thing is, I don't see Pioneer's the issue whatsoever when it comes to city-spam. And I feel making any radical adjustment to the cost of Pioneer's would just overhaul the whole game negatively without any benefits to boot. I don't mind if there is a reasonable increase in the Production required to manufacture them, but to make it so expensive that there are so few, only ends up throwing off t
[quote who="Malachon" reply="95" id="3306348"]Isn't the most obvious solution already in the game as a concept? If I want my units to have more soldiers, I need to research certain techs. If I want my army stacks to contain more units, I need to research certain techs. So, solution: allow all civilizations to start with a maximum of 3 cities, and add say 4 of 5 techs to the research trees to increase this number. Rationale behind it would be that it would take a more advanced c
[quote who="Vendetta187" reply="86" id="3306055"]Instead of making it solemnly harder to found cities in the first place, there is also the option of diminishing gains from additional cities. Right now, more is always better, giving large empires a growing edge over smaller ones. Every city you add, is just that, a new city that gives you more power, resources, gildar, research. It is basically exponential growth and by slowing down the
This is an extremely interesting discussion I wish to partake in. I've been playing FE for quite a bit and I LOVE these 4X games, so much so I was having fun playing Master of Magic on DOSBox last week lol. While I feel many of these ideas to tackle the city-spam issue are worthy fixes, they do not effectively solve the issue of city spamming as some have suggested, if the player or AI has the Wealthy trait. Trying to reduce gold revenue through taxes and battles reduction, to
[quote who="Malsqueek" reply="8" id="3135465"] Quoting NagaPrince, reply 7All you need is an extra menu where you simply gloss and choose from over a dozen abilities you reach as you advance along the technology tree. I feel such a venture would better flesh out your Kingdom and Empire, and make it the morality atmosphere of the game more than Black & White. As an Empire that is against Slavery and Sacrifice might find much backlash from internal and external forces, they'll mold
It feels like when I study Elemental's entire design, its issues are minor but many to me. There's nothing significantly flawed or broken, its that some features and parts of the game aren't fleshed out enough, should be, and in general too simplistic. We can easily remedy Elemental's magic system by copying Heroes of Might & Magic's format of the majority of spells progressing from level one, to level 5 corresponding to that casters elemental skill lev
I need to soak in all the suggestions you've made, but I think an idea that would substantially make up for you feel is a shortfall within the game as I both agree with, and feel a bit myself, is Sid Meiers Civilization's Civics game mechanic of picking and choosing government policies you discover along the technology tree. Although Civilization 5 implemented a much more flexible and dynamic replacement being "Social Changes": <span id="Social_policies" class="
Yeah seriously, plus something needs to be done about starting location resources. Every starting location should guarantee one random shard, including Life and Death relative to the faction. And regular agricultural resources should be 100% available for starting locations as well. Because as much as I hate being picky and greedy, I restart my maps over WAY to much for someone of my type when it comes to 4X games. Some starting areas are horrid.
Nevermind - old account...
You have to remember, it is a game, and although it would be cool for some for each faction to have their own currency, to what benefit of effort does this conceive for Stardock? It makes simple across the board if everyone shared the same currency name. Delving into the idea of there being no currency and instead bartering things I think is to absurd for a simple game mechanic. Look at Civilization, the first starting epoch is the stone age, where there was no such thing as currency.
Double post, tehehehe.