I don't like the idea of locking anyone out and, while I understand people have different flavor/theme preferences, my concern with ideology is more mechanical. Basically, going wide (lots of planets) already has tons of benefits and is the number one way to increase ideology. While there are a few buildings that can be unlocked after claiming planets, these contribute very small amounts of ideology unless, once again, they are built on many planets. Mechanically, there are very f
Kias
This just happened again in my most recent game, even with a minor civ. Am I the only one having the game completely lock up when a race is removed from the game in multiplayer? Seems like a pretty big bug.
I really enjoy the colonizing events but there needs to be other ways to access ideologies for smaller maps or players who just get a bit unlucky on having access to more planets. Sure, there are those building that give ideology points, but they are obviously set to scale with number of planets considering how slowly most of them generate points (basic one being 1 every 10 turns). I also think it is problematic to restrict player choice on ideologies just so they can get that building, espec
I would like to see starbases worked on, but I don't think military star bases are a complete waste of time, they just aren't as attractive as the other choices (still a problem tbf). It would be nice if they could have interceptor/intervention upgrades to directly impact any fight within their influence. And I don't quite get the need to specialize either on star bases considering it is not that hard to position them to get most of the effects anyway and you still need to
[quote who="a0152570" reply="16" id="3557920"] I obsolete the default, design my own constructor, put it on auto build and auto send them to a rally point. Once i have several available, i cycle through my starbases hitting request Con. and it summons one from the pile at rally point. If you use them all up you get the None Available pop up. [/quo
As of the 1.02 patch, my game has been completely stable in both single and multiplayer. This includes using custom races with custom images, but no other changes to the game. As for the initial post, while I tentatively agree the game could have used some more time in early access, I also feel like throwing it "to the wolves" was the fasted way to get it to a stable, balanced state. The progression from the first day of release, which was as crash-a-riffic, to now seems to back this.
Thanks! That was a good watch!
Just wanted to add that I really like the idea of carriers putting out swarms of low quality ships. I am sure it can be made mechanically functional, but thematically it is just a nice touch. Would also suggest a look back over the resource specific buildings. Putting it to scale with the advantage those resources give for weapons (which is a big boost from other tier 1 stuff), it seems like the buildings should work in a similar fashion. The durantium refinery seems like it is still
Thanks, that is kind of what I was thinking. Definitely a bit confusing with the terminology. Seems like it would just be easier to have the Refinery put out a flat bonus to manufacturing (after modifiers), which would make sense as "Total Manufacturing."
I have been playing the 1.02 opt in and noticed the durantium refinery now gives a +2 to total manufacturing instead of the previous +4 to total production. I am not commenting on the balance or anything, I just don't understand what "total manufacturing" means. It doesn't seem to show up as a bonus when I hover over manufacturing and it is not just a set number of manufacturing points because the colony still produces '0' manufacturing when the producti
[quote who="shiva7663" reply="13" id="3557332"] I suppose obsoleting the original constructor doesn't help? [/quote] Yeah, this just breaks the button and makes it unusable. Would definitely love to see this added in to make managing all those star bases a little easier.
Is this done? Don't see anything on twitch or youtube and would like to see what all was shared.
I am opted in to the 1.02 and playing a multiplayer game with 2 friends. I attacked the Dregnin early and took their last planet, but then after ending the turn the game still tried to have the Dregnin take their turn and it became stuck. It remains stuck after re-loading the game (I end my turn, the Dregnin comes up, and nothing happens). Is this a common problem that happens in other games? Its our first time seeing a race get eliminated, so wasn't sure if this is
Yeah, alliance should supersede NAP
I think reducing the horse/warg income further and increasing the production/upkeep dramatically are the best solutions, as that would balance out the benefits of mobility and buffs mounted troops already represent. If you can afford it, sure, mounted troops are superior. But on a cost/production scale, you could pump out and maintain three infantry for the cost of one cavalry. This keeps them from completely replacing the infantry aspect of the game with minimal impact on re-balancing combat
While I like how the weapons are currently implemented, it would be pretty awesome if multi-unit formations were a thing. Maybe make it something re searchable or even a faction trait? So, if a unit is adjacent to friendly units, they can activate the formation as an ability or something? Not completely sure how it would be implemented, but it would be really fun to see formations slowly become a dominant tactic as the tech level progresses.
I am sorry, but I am just not seeing how champions are useless. I feel like they are working better than ever. Yes, they can no longer be an army unto themselves and need troops to support them. Sure, if you try to roll around with just a sov/champ crew like in FE, you are going to get stomped. However, having 1-2 champs in an army makes an incredible impact. Sure, some spell lines/traits are more potent than others, but the level of support, utility, buffs/debuffs, etc. that
I like the idea of both reducing the amount of horses/wargs gained and having an income cost (in horses) associated to the created units. This could either be a hard cap per resource (i.e. one horse pasture supports 'x' horse units) or a continuous drain. The second option rolls both solutions in to one, as having a horse units cost .02 horses/turn as upkeep creates a cap (that can be temporarily surpassed if you have an abundance of horses/wargs) and also reduces the horse/warg incom
Yeah, removal of the spell tiers would be a mistake and would remove important choices and gameplay elements. I like that I can't "do it all" in the current system and that even two champs of the same class can end up being very different depending on how I spend trait points.
One of the strongest aspects of FE/LH is creating one's own faction and sovereign. I really enjoy the variety of options available as strengths, but for weaknesses we only have a handful of choices. Expanding on the weaknesses a player can choose could allow a little more diversity in developing a sov/faction, and maybe even grant an additional point for spending if players are allowed to select two weaknesses for each, creating more robust combinations. Below is a list of potenti
I like the idea quite a bit! More options are always good, but it would have to be tested quite a bit to make sure nothing was unbalanced. Definitely worth exploring!
[quote who="parrottmath" reply="3" id="3337462"] My best suggestion for this is that the monsters take the town and live in it until you can send a hero to free it open again through a quest / tatical battle and reverting the control to you. But that never got any thumbs up or down from the devs... they hid their true feelings about that system.[/quote] Not sure why this got kind of overlooked, but this strikes me as an excellent solution. When monsters invade, have them turn yo
I would like to see something done to interact with the ocean tiles, but I think that would be better left as an expansion/mega patch of its own. It would be a whole new element of gameplay that, while having awesome potential, will only detract from the experience if implemented poorly or partially. Once Legendary Heroes is finished being ironed out, I would be super excited to see focus shift on to the potential for sea/water interaction, lost isles, sea beasts, etc.
Yeah, don't understand the logic behind losing access because another sov is building the wonder. Going for Wonders should be a risk, and if you get beat out, you lose the time put in to the project. If I am lagging a bit in research with a production focused sov, I should be able to have a chance of pulling in a wonder by dropping Set in Stone on whichever city and trying to crank that building out before Captain Conclave builds his.
I just don't see the early game income and other problems outlined in the OP as being a problem. There should be a cost associated with the growing power of recruiting new champions and units, and there is plenty of buildings/spells/options to balance the early cost out. We may want to clarify by what we mean by early game though, as by the time a player gets that second or third champ, then that is well out of early game. As was mentioned earlier, I feel the