Apheirox

Apheirox

Joined Member # 2451718
0 Posts 5 Replies 3,248 Reputation

I'd like to see some changes to how sieging cities work, and how the city militia/garrison is manned. I may also have some questions about it because there are things the AI up till now frankly hasn't let me test (this appears to be changing, the 1.4 AI does indeed seem to be far better at defending its cities with the beta patch... well done, StarDock/Derek!) so it's an issue that's about to become a lot more relevant. I have two main concerns with it a

25 Replies 36,028 Views

@ joeball: The reason cities could't grow large in FE wasn't inherently because of Prestige but because the population requirements for city levels were set unreasonably high. The interesting thing to note about that giant empire you built is that even if you "don't think production times were too bad", fact is an empire half the size would most likely have equal or superior production and research since unrest is eating up most of your income. If you have 1

61 Replies 175,129 Views

@ joeball: I didn't particularly like the Prestige model, either. I will freely admit that I didn't get to experience it much since I joined FE around the time LH was released and did not play a whole lot of games of FE. I recognize that FE had problems (population requirements for city levelups were far too high, for one, which LH has fixed), some of which I'm probably not aware of. I supposed I should have made this clear in the original post. There was a need for change to the

61 Replies 175,129 Views

I'm not looking to mod the game. I'm looking to have developers resolve an obvious (well, I guess not), very large flaw with the game. As I stated first thing in this thread: I LIKE the concept of unrest increasing per number of cities - I'm not trying to get rid of it. Without unrest or some other restriction (previously: Prestige), the game is just mindless ICS city spam. The problem is that the way it is currently implemented is poor, and it simply does not work in its current

61 Replies 175,129 Views

Wish you were right about it being a molehill. This is a crippling issue with the game. My current game is on a medium map with four players. This is within the 'recommended' settings. I currently have 22 cities, which don't cover even half the map - so imagine how bad it would get if playing 'Huge'. The game is in the bag, yes, but I should be able to expand my empire when there is still lots of highly valuable land available. I also shouldn't h

61 Replies 175,129 Views

I've formerly written and debated at length about this topic on the Steam Forums, but since it still isn't acknowledged by the StarDock team (or, it would seem, the community at large) how broken the current economic model is I'm going to give it another shot here in hopes of this issue getting the needed attention. First, let's clear a few things: 1) I am not inherently opposed to a system the penalizes an empire for grow

61 Replies 175,129 Views

My question is two-part: 1) When I trade 23 points in warfare for 17 points in Yithril AI's civilization tech, what exactly do I get? Are those 17 points worth the same amount of research as if I invested 17 points of 'main' research into the tech, or is there some modifier? 2) How am I generating these research points I have available for trade in the first place? Is it some percentage of my main research that gets converted into &#39

2 Replies 99,559 Views

Weird, there was another thread on here where everybody said it lowers target's defense. Now I'm confused as to who is right. May I ask what your source is for this information? With +1 attack and +5 accuracy per friendly, it would seem swarm is very strong early in the game but gets significantly weaker later. Not sure I like that (why would superior numbers stop being useful?)

5 Replies 10,502 Views

Somebody is enjoying the game... Good to see! :) 1) It's expensive to keep dispelling and recasting enchantments, I don't think that's worth it. I think you're better off casting stuff like Courage and Evade and then just resting one more turn instead of regenerating. These spells might mean you don't take as much damage in the first place. 2) Mages are generally not expendable units, but the game does tend to put you in situat

4 Replies 9,231 Views

I didn't know the AI was incapable of this. While I realize this is a less-than-satisfying solution, you can choose simply not to use upgrades yourself, if you feel it is worth it in the name of balance. That's essentially the exact same as not being able to, as you request. Obviously, this needs to prioritized for patching, though.

10 Replies 5,677 Views

Patience, young Padawan. Yarlen came forth over at Steam forums and revealed that there is indeed something planned, but he of course didn't specify what it is... If you're a bit tired of FE, I suggest you take a look at Warlock: Master of the Arcane. Easily one of the best fantasy turn-based strategy games out there, so another game well worth supporting.

2 Replies 4,400 Views

Frogboy, regardless of what there is to be said for the AI in your games being good enough or not, know that a journal like this where you give us, your customers, insight into the problems and decisions you face are extremely appreciated. It makes it so much easier to be forgivable about any grievances one might have with a game and sympathize with you as a developer when you open the door to your minds to us, so to speak, instead of being the nameless, faceless overlord I for one unfortunat

47 Replies 182,967 Views

There are a number of doomsday scenarios (some of them very esoteric, but entirely real) that might tickle your morbid interest: 1) Cobalt/Zink 'dirty bomb': A such weapon in the wrong hands could theoretically be just as devastating than the world's entire arsenal of conventional thermonuclear weapons: http://en.wikipedia.org/wiki/Cobalt_bomb <a href="http://rense.com/general40/d

39 Replies 171,037 Views

I've heard only good about IV from the more hardcore player base, comparing it to earlier games. I've played it myself and saw not a single bug, not even a single grammar mistake in any of the texts, IIRC. I play it on a dated laptop where I had to turn down the settings a bit, but it still looks gorgeous and runs well. Maybe it isn't for you (it's not really for me, I don't find it interesting enough to warrant the enormous amount of time you have to sink into it because

11 Replies 57,026 Views

You should have seen Aladdin in Danish. The Danish version blows the English version out of the water due to its much superior voice acting. Preben Kristensen's Genie was much less annoying and wittier than Robin Williams' version. Aladdin: Superb in English, absolutely amazing in Danish. A peek: http://www.youtube.com/watch?v=KkYUl-gJW7Q

48 Replies 531,408 Views

This question is probably too deep and a gaming forum is likely not the right place to find the answers, but I'm going to post this seemingly naive question anyway. Adhering to this forum's rules, please [i]refrain from posting inflammatory content[/i] (I hope the colorful rhetoric I used myself isn't too extreme, otherwise let me know and I'll edit it out). Maybe it's because I don't know enough about Russian/Chinese culture. Maybe there's j

6 Replies 5,204 Views

[quote who="GoaFan77" reply="1" id="3382108"] I haven't thought up with a really good solution Increase turret construction time seems the obvious thing to do. Or give a build penalty if enemy ships are active in your gravitywell.[/quote] Problem is you'd have to slow it a *lot* to prevent the whole 'turret expand' mechanic. It's a good suggestion, though, I think any enemy in grav well (not just militia) should slow down const

14 Replies 32,906 Views

Your rhetoric keep circulating around words such as 'just' doing something. The enemy can't 'just' do anything. A starbase can't 'just' be destroyed. A starbase also can't 'just' be avoided since it will disrupt phase lanes and launch strike craft. The enemy can't 'just' build a number of anti-structure frigates and 'just' get them into range. The enemy can't 'just' build a huge fleet. The fleet defending your starbas

42 Replies 38,904 Views

* Weapon upgrades (and other research) - these are useful because it's limited how fast you can produce ships, meaning you should spend at least a little money on these upgrades. While expensive early, they don't increase your fleet upkeep cost, meaning they're actually a very economical way of increasing your fleet's potency. * Planetary guns - Not useless: situational. For their cost, they're much, much more efficient than frigates. A gauss gun may

42 Replies 38,904 Views

... I'd really like to see it eliminated from the game. ('Turret expand' is where you colonize a planet while the militia are still active, then build turrets on the new system and use these to destroy the remaining militia, all this being done so you can move your fleet along to the next system earlier and thus gain an economic advantage by expanding faster) I don't think it adds anything to the game - detracts, actually, as it&#3

14 Replies 32,906 Views

I disagree completely. The world being populated by dangerous magical creatures out of legends such as dragons is precisely one of the great attractions of the game. This isn't Civilization, this is Un-Civilization, and the very ground you walk upon is potentially hostile to you, the world an opponent in itself. Adapt, overcome, survive. It's great! Some things can seem 'unfair', such as the coal stones spell. That's why you should always inspect cre

23 Replies 125,492 Views