i would not be surprised if they devs simply never went try hard mode and going to manually min/max their empire on a larger map. devs are not playtesters and don't have the time to see how every design and mechanic plays out in vast amount of different settings. developers are also often not that good gamers even at their own games, e.g. i never saw them even with a calculator, let alone a more sophisticated and proper tool, and try to play at a very high level. (these are just generaliz
tesb
[quote]Also, another oddity... Aren't races technically variations of the same species?[/quote] yes but biological definitions never had a place in games (especially fantasy). so yes the different factions should be species, not races. edit: technically even species would be the wrong term. the problem is that there is no biological term for organisms that don't share any biological ancestry.
you don't need sliders to specialize planets. sliders provide flexibility (currently too much imho). For example in ciV there are not sliders yet you can specialize cities depending what improvements and buildings you construct. it could be argued that the citizen assignment is a form of sliders (in the later stages of the game), but in general the system is much easier to grasp and much less prone to constant readjustments. in galciv3 when i unlock a tech that gives an economic bonus i h
1) I think it would be nice to differentiate races by varying their access to extreme planets in their tech trees. For example Yor could start out being able to colonize barren planets while colonizing aquatic planets would be an endgame tech; whereas for the Torians it would be the other way around. Maybe some races don't have techs for certain planets and they have to trade for the tech or gain it otherwise (espionage or conquerin
@Empress_Fujiko that is mostly an issue with non-scaling tech costs regarding the map type. if you play on smaller maps or with less planets than the game is more strategic. as soon as you get 15+ planets the technology progression is just choosing a new tech every turn (sometimes two turns). needles to say this is not just an issue between large and small empires but also between map sizes and settings.
the reason why i got some research and the research project is that i don't need that much production. i can pump out any ship in 1 turn and because you can not build multiple ships per turn the production is pointless. having said that i don't need the research either for the same reason, you can only finish a tech a turn and i don't need the money because i get enough already. You should also take in account multiple bonuses from starbases, e.g. if you have research and manufact
i understand why this is happening, i understand the system. however, i think it is bad because it is: -unintuitive -too complicated -too flexible (sliders and manufacturing conversion make specialization not a long term development commitment, just change a slider) -micromanagement intensive (each planet has it's own slider setting to gain maximum effectiveness)
i am not against flexibility and complexity on their own, but i am against them if they are unintuitive and micro intensive. in the end i want an economic system that allows for many gameplay options, while being easy to grasp. personally i can live with the current system, but for stardocks sake, if you want to have some accessibility to a wider audience besides accountants. :) i am not sure if it is intended as you say and i am skeptical if it is working as intended unless the dev s
I have a planet with lots of manufacturing and research facilities. With the research project active i get more research when setting to 100% production than with 100% research: <p
Preamble: I quite enjoy the game and it's many innovations in comparison to the predecessor. I will not focus on the parts that are good however (buildings with adjacency system, shipyards linked to planet and improved graphics). A) Govern Panels: In theory they are quite good, because you can specialize each world, e.g. playing as the Yor i usually had production + wealth or production + research. productions seems always necessary to produce
[quote]Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get both early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree.[/quote] the encumbrance system was bad, especially since it used breakpoints instead of gradual penalties, leading to needless minmaxing to avoid those breakpoints. however
[quote]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'd expect from a 1990's game.[/quote] imho ciV and cIV did it best, you always got a notification when a city is idle. the empire tree at the left side of the screen is a far worse implementation because you are forced to scroll through it quite often later in the game when you have more cities and it c
[quote]we need damn tavern, not this idiotic "SELECT HERO TO SOULSTEAL, THX"[/quote] lol i strongly agree.
i agree, imho warrior and defender could be merged and useless traits could be removed. assassin is still the strongest class by far when it comes to survivability and damage (due to armor penetration and very high dodge). mages can compete with the damage of an assassin but have a fraction of the survivability. (see this feedback thread: https://forums.elementalgame.com/442233) in general all classes lack real focus: -assassins should not be able to wear heavy
he can attack, at least when i used him. maybe the ai just bugged using him
[quote]trained troops do not split or share exp.[/quote] that is good to know, thank you. [quote]But I disagree with your criticism of cities giving global benefits. I like the current abilities and enjoy working out how each type of city can best contribute to the overall economy I'm building.[/quote] i don't have anything against the idea of global effects that cities may bequeath to your realm, but the reason why i put those two ex
After playing a couple of FH games (including on fairly lengthy one, all on challenging world difficulty and ai difficulty) i think i can confidently give the following feedback: Ai: In all my games the ai was decent enough in the early game, falling a bit behind when it came to the mid game and was outmatched (by at least one order of magnitude (by point rating in the upper right corner of the screen) in the late game). My assessment is that the Ai has no map a
i feel your pain. heroes advancing at another pace than your empire/kingdoms is the main reason i don't play this game anymore (besides the lack of tactical in tactical combat). i don't think there will ever be a balancing solution to this. imho the only way to solve this is to introduce game mechanics that overlap the pace of unit/empire and hero development. the issue was far worse in the various betas, but it still remains influential in the mid and particularly late
if you buy from stardock you don't need steam. however it is not possible to unlock your stardock key for E:FE on steam.
without mods you are stuck with humanoids that differ slightly in faces and hair (which you won't see once you have helmets or while not zoomed in, i.e. all the time). you can choose their skin and hair color as you like, but that is it. there are two factions that have special non-human units that you can build if you choose that faction your base race (golems for ironeers and brutes for the trogs). there are also some traits that allow you to train spiders or get different kind of demon
[quote who="mttriglav" reply="14" id="3282908"] Quoting tesb, reply 13 i highly doubt that there is any engine that loads the same texture as many times as it is used by the amount of objects on screen. usually you load the texture once (if it is used) and apply it to as many objects that use it on screen. increasing the size of one texture should have next to no impact on performance. Makes sense what you say. There are some half dozen or so tree textures, ma
[quote who="mttriglav" reply="9" id="3282883"] Quoting sratner, reply 8Very nice. Any chance of applying a texture to the trees? Close up, they look rather plain compared to the detailed ground texture: Thank you. I wasn't really going for a full graphic overhaul of all elements. only changed the bits that bothered me. Also, the trees have a rather small texture, to give them more detail would require a size increase, w
for once we agree -Exiled Possum
well i wanted to go with accusing, but this seemed too neutral. the possum also does not feel guilty. -Exiled Possum