immanuel1

Oh Gawd, PLEASE stop the auto-raze

Oh Gawd, PLEASE stop the auto-raze

I just scrapped yet another game because some random nasty monsters strolled out of the forest and burned a city to the ground.  WHYYYYyyyyy?  Stardock, PLEASE do away with the auto-razing of settlements when an enemy faction, or more maddening bears, take it over.  Putting all arguments of realism aside, it is an infuriating mechanic especially when combined with (a) terrifying, unavoidable, random monsters and (b ) the frakking salting of the earth after a razing.  So you can't even rebuild!  As if fertile locations were easy to come by!

Don't get me wrong, I like the terrifying, unavoidable, random monsters - it's scary!  And if you lose a city it should hurt real bad.  But not so much that you restart, or if you're lucky with an auto-save and some nearby help, reload.  In the harder difficulties you need to spam cities just to keep up with the AI.  You lose one of your border towns to some crazy monster the AI woke up, and next thing you know the hole is filled with AI pioneers who don't mind the smell of burnt fields.  NOT FUN.

Thank you for your attention.

 

Edit: Alternatives from later in the thread, because I'm proud of them

(1) 5-turn delay on auto-raze.  This remains the most faithful to the current state, but does give the player a chance to recover.  It is also the same delay players face when they want to raze a city, so it's not like this is a new mechanic we're asking for.  This option won't help you in the case of an early game dragon-out-of-nowhere, but should at least eliminate those infuriating mid or late game "oops" moments when you just didn't think that army could move that fast and there goes your second biggest city forever.  Plus, in some circumstances you COULD possibly crank your taxes up to High for a couple turns, rush some troops, and save the day.  So big empire-wide sacrifice required, but a compelling choice for the player.

(2) 50% destruction of buildings and population.  Also devastating, maybe even more devastating than the 5-turn delayed auto-raze, especially later in the game.  I think in Kael's Fall from Heaven it was like 90% destruction of buildings when a city was taken, which I always felt was a little severe - it would set back even the most developed city by centuries.  But at least the city was still there so I could retake it and carry on.  Also, since there's no "Barbarian State" in FE the bears would never actually "take" your city.  Instead they'd continue to wander around outside, periodically re-attacking the same place and re-applying the 50% destruction.  So unless you sent a relief force quickly, you'd still wind up with a handful of survivors living in ruins.  But again, at least the city would still BE THERE. 

54,340 views 41 replies
Reply #26 Top

I still don't get why when a rock spider attacks my militia won't defend, but if a giant Krax army attacks me they will hopelessly defend.

Reply #27 Top

Quoting Xardon963, reply 26
I still don't get why when a rock spider attacks my militia won't defend, but if a giant Krax army attacks me they will hopelessly defend.

 

That sounds like a bug.  I have never had a city defense where the militia didn't show up.  Do you have a save?

Reply #28 Top

I don't mind the monsters razing cities it adds some excitment but...

Turn off the salting when monsters raze cities.  (What I don't understand is how monsters learnt to salt the earth?)

Losing a city is a severe enough consequence.  Let the tile be resettleable and the player race the AI to get a pioneer there.  Population/buildings lost and the opportunity cost for the new pioneer should be sufficient.

Reply #29 Top

I have to chime in this thread, as getting a city of mine razed is the main reason why I reload the game (or plain stop playing). But I still think that there should be a heavy penalty from failing to defend a town. That made think that different enemy could give different penalties by taking your town. For instance, thieves could take half of your money and resource; intelligent monsters (ogres, darklings, etc...) could occupy the town as a lair and generate more monsters; wild animals would simply lead to some population loss from hunting; while rampaging monsters (dragons and elementals mainly) could have the aforementioned suggestions of destroying half of the buildings and population.

But there is something else about monster attacks I really dislike in this game: that the pretty much only attack when you have few chance of winning. I had a situation in my current game where two towns a short distance apart (could be traveled in one turn) got menaced at the same time by monster armies that I couldn't defeat in open battle, but that I could defeat while defending in my town. Even though I could cast Freeze on one of the army, the other wouldn't attack my defended town until Freeze ended and whichever town was undefended got razed. After much reloading, one of the army attacked the defended town and I was able to save both. While this reloading was definitely full of calcium, it made me wonder why do monsters care about how well towns are defended. They should either always attack, or never attack. And I would say that being regularly forced to defend your cities would make the players feel that their garrisons are useful.

Reply #30 Top

I don't mind my cities getting razed, I don't like when it happens, but its one of those things that sets FE apart from other games I've played.  I have to fight to survive.  I  do like the 5 turn delay suggestion for  razing.

If one my cities is razed, I would like to be able to research a 'teraform' spell that when used on a tile(s) it would restore the ability to settle the area.  Maybe the spot shouldn't be as good as before, for example a 4-3-2 tile would teraform to a 3-2-1 or just a random variation.  At least you would have the option to rebuild after a disaster strikes.  It probably should be expensive to use, ex. takes 75% of the players available Mana.  Maybe the results could be a function of the Mana used.  50 Mana gives you  a 2-1 tile.  500 a 4-2-1, and so on.

 

Reply #31 Top


No the AI shouldn't have to abide by the 5 turn rule since the human player can exploit it unlike the AI will exploit the human. This is a good BALANCE FEATURE of the game and I like it. Allow the monsters and even the other AI players to RAZE the human players holdings immediately. ;)

Also seed any reloads from saves with the razing already done so players can't do the save/reload cheat. Someone has to finally make a game that players have to live by the RULES not the ability to save/reload over n over. It's time to bring back what gaming is all about.....playing by the rules not cheating your way to the end.

Reply #32 Top

Quoting SOLOSOL, reply 23

Quoting kosiam, reply 18 I personally consider the tactic of kiting to be cheating, as it simply exploits faults in the AI.

To use the kiting or luring monsters to avoid them attack a city, is like a monster awaken by an AI outpost that attacks your city.

So you have to suffer for the AI's fault, but you can't do the same to avoid it? Nah, call it explot or whatever. But meanwhile monsters do not attack the outpost that caused them roam, I will use this to avoid them.

On the other way, at what point luring a monster is an exploit? A unit is exposing his life to try to save their family in the town. I find it heroic, more than a cheat. And I find totally logic that an unbrained, hungry monster will prefer an easy meal, that trying to struggle with a city.

Again, let me reiterate my point. That being the monsters are NERFED. They can not move fully as you can, so your unit is not risking it's life, it knows the mob can not reach them. Like I said, turn that max movement to 6 and try kiting. Until the monsters can move normally, it is an AI exploit.

Reply #33 Top

+1 to fix this.

It is a bug when in a middle game on casual normal diffilucty stone guardian comes from nowhere and destroys you capital in a turn.

right after this you gain +1 ragequitter.

 

Reply #34 Top

Quoting kosiam, reply 33

Again, let me reiterate my point. That being the monsters are NERFED. They can not move fully as you can, so your unit is not risking it's life, it knows the mob can not reach them. Like I said, turn that max movement to 6 and try kiting. Until the monsters can move normally, it is an AI exploit.

 

The mob can corner them, and if there are more mobs, you do have difficulties.

But all right, you convinced me. Leave everything as it is, plus give all mobs their movement points back. We will still use this "AI exploit", as it works. More casualties... bah, I  couldn't care less if I can place my town to a perfect position.

I wonder what would happen then...  ten topics about "please slow the monsters"?

 

I like the idea to raze a city to a lair, where the attackers fortify themselves (and multiply), but do not see how it helps the main "problem"... we have a perfect spot which cannot be used for a long time. If they keep roaming, they can be lured...

I am not sure about destroying buildings. The town must be connected... well yeah, if the buildings at the border of it would be smashed without breaking the integrity... it could work with -50% population, yes.

 

Dear all... have you seen an AI solving your problem? They do try to avoid big monster lairs, they do not start towns near them. If they do, and a dragon is loose, they will be punished for their bad decisions. I saw it many, many times. Dragons killing everything around them, and raizing their cities... awesome. As I wrote you can use it for your own advantage. This is a cruel world:)!

 

Really, I do understand you all, I respect your opininons, but... guys, I do only fear that this game will be too easy as all the challenges will be eliminated from it. I love its cruelty, its difficulty. Having the monsters all movement points would make it more interesting, I am quite sure there will be a mod for this soon.

 

edit: Again, at the moment you _can_ avoid this monstersrazingmytown thing. Still, sometimes the mob chooses the town (instead of the weak scout), and do raze it. Luring is risky enough. But I could live with a free tile at the previous town center location, for sure.

Reply #35 Top

Apart from whether it's an exploit or not, the practical problem of kiting giant monsters threatening your cities is

(1) Cost.  Ok ok, scouts are cheap, but in my experience on harder difficulties you really need a couple of dedicated "kiters" to protect your little empire in the early days, when even a Medium pack of wolves is too tough for your sovereign and can doom a city.  And in the early days, you don't have a lot of production so kiters are comparatively expensive.

(2) Micromanagement!  I don't know about you guys, but I really don't want to spend my turn carefully leading hordes of Ravenous Harridans in circles around vulnerable cities.  The very fact that you could contemplate custom designing a "kiter" class unit (as I am right now - no weapons or armor, ridiculous gaudy clothing, and a big beard) is absurd.  In fact, I'd rather just save the cost of the kiters, hit "enter" and hope for the best.

Again, I'm all for severe punishment in the event of losing a city, and there are a lot of fun suggestions in this thread on how to creatively be cruel to the player.  But as Alandragon wrote in another thread, at present the "punishment doesn't fit the crime."  Give me a 5-turn grace period, destroy half my buildings, turn my city into a horror-spawning lair, but please don't just destroy this city and settle-able spot FOR THE REST OF THE GAME.  

Reply #36 Top

With all the different ideas in this thread and others, sounds to me like they just need game/map setup options in the beginning where you check off a box: Enable Auto-Raze, Enable No Saves, Hardcore Heroes (Perm Death) etc.  Then everyone gets what they want and can play however they want.

Reply #37 Top

Quoting Mistwraithe, reply 22
I think you are talking about kiting in tactical combat. Everyone else is talking about kiting on the strategic map to lure dangerous monster stacks away from cities etc.

Why would you do that? Its a waste of moves that could be used to convert the monsters into delicious XP.

Reply #38 Top

For now, if the spot of the razed city was re-settleable, would be enough for me.

 

Reply #39 Top

Quoting taltamir, reply 38
Why would you do that? Its a waste of moves that could be used to convert the monsters into delicious XP.

Now I think you are missing the point of the thread. The easiest way to handle late game monsters guarding settle spots you want is to settle then try to kite them away with weak units. It doesn't work very reliably but is viable. By definition we're talking about situations where you can't defeat the monster in a straight fight.

Personally I think kiting like this shouldn't work at all, monsters should immediately attack whatever disturbed them and if they win raze it (but with no salting of settle spot) and then go back to their lair. The same should happen if the AI disturbs monsters. This would eliminate the current problem of the AI griefing by settling dangerous settle spots and either getting away with it or destroying the settle spot when the town is destroyed.

I'm not joking when I say AI griefing with settling is the biggest thing ruining my enjoyment of the game because the only counter to it is to settle the dangerous spots early, before the AI does, and try to kite the monsters. It would be a much better game if you had to develop enough power to destroy the monster guarding it before you could safely make use of the settle spot.

Reply #40 Top

There are several things going on here (and I thought I posted about one of them in this thread, but I cannot find my post).

 

Anyways, also, this mechanism can be used to level your troops - if no one razes the monster lairs, you will have occasional opponents showing up to keep your people on their toes.  (Obviously, if you have a plentiful supply of opponents, this is not helpful.  However, if you are using diplomacy to give you breathing space to develop, this can be useful.)

Reply #41 Top

Quoting SOLOSOL, reply 39
For now, if the spot of the razed city was re-settleable, would be enough for me.

 

 

It is mate, it is... you just need to find the way;). There is no "destroyed settle-able spot FOR THE REST OF THE GAME", as immauel1 put it.