Another patch ver 0.95.5.0 currently.
Nathan E
Just had steam patch this game again today?
We need to be able to attack ships and starbases without needing to be at war. Attacking these would just produce a diplomatic hit. Taking a planet militarily would require a war declaration.
Perhaps your overheating your machine? Make sure that your VSYNC is on. With it off my graphics card went into overdrive.
It is also difficult to see if a resource is being mined by a starbase or not.
The game could be changed so that declaring war isn't needed for destroying starbases. It would cause a small diplomatic hit only. I think another 4x game uses this mechanic. Starbases being destroyed would add the feel of low level conflict happening all the time. Declaring war would be needed to go after planets. You would want to station ships in a starbase to prevent it from being destroyed. If no stationed ship, then you would have to beef it's defenses and hope f
The game would be better without having Economic Stimulus, Research Project, Festival and Birthing Subsidies projects. It doesn't make sense to be able to convert factory production into these other things. It also causes factories to be too valuable in comparison to the other building types. Factories are already needed for building upgrades and to produce ships. But wait, they can also churn out money, research, happiness and babies on demand! Also, remove the spa
[quote quoting="post"] Greetings! Today I would like to ask you guys some questions about strategy games. 1. What specific features of diplomacy do you traditionally like the most? I want you to be as specific as you can be. Which parts of diplomacy from any game do you like the most? What parts do you remember long after playing the most? 2. Looking back, how many turns do your favorite games last? This is important to know the specific number
I've captured 3 enemy planets in my current v.4 game. They are minimally built and the AI had those planets for quite a long time. One had no manufacturing but some other stuff built. Have another 6 enemy planets in view. They show very poor manufacturing numbers. I'm guessing the AI is brain dead at managing planets. It appears at least minimally effective at using ships.
I'd rather have the 3 in 1 rounded boxes in the tech tree always be expanded. Found I go back and research all 3. The benefits on each are usually worth it. But you have to expand and then mouse to see the details. The shading on the techs to indicate what is researched and what is not, kinda confusing. Some things look researched but aren't.
[quote quoting="post"] I hate the "Idle Colony" message, it seems putting something in the queue that can't be built makes it happy. Is there something more productive that can be done? [/quote] Put in one of the four never ending build projects. Then govern that planet, move it's triangle to the edge of the circle on the left or right while keeping the money/happiness where you want it. If its a manufacturing devoted planet, move it'
[quote who="Blaze of Glory" reply="2" id="3486712"] I believe the OP was referring to the game develops very slowly without much to do in his opinion. [/quote] Yes, exactly. Discovered the hotkey listing. I'm now producing medium size ships moving 7 hexes a turn. 5 to 6 turns to get them to the front line. Everything is taking so long on this large map. 12 hours of playtime on this map so far. Perhaps another 24 hours to win? At 4 hours a day, 6 days
The game would be better without having Economic Stimulus, Research Project, Festival and Birthing Subsidies projects. Just discovered that if I triangle focus a planet's manufacturing into Research Project, you produce a good amount of research. Having high leveled research buildings does produce more. However, you'll need manufacturing on the planet to build everything in the first place and upgrade the buildings. When you later triangle focus on research. Wel
I'm playing my first game with .4 on a large map. Wow this is slow game play. Own 12 planets currently and getting tired of hitting the end turn button. Found two neighbors. All the map I can reach is explored. Started building combat ships as they have a few on their front lines. Even after cranking my ship building, still takes 3 turns to build a small, weak combat ship. Then another 7 to 8 turns to get it to my front line. It takes so many turns to get ships across any
Not to flame you but why are you asking for a non-Steam version? Your asking for Stardock to spend probably significant effort on something that 99% of their users wouldn't utilize.
64bit, DX11, highly multi-threaded. A new stage in the evolution of strategy games! [e digicons]:drool:[/e]
I ran my one war horse mounted hero, that had two horse mounted units accompanying her, over a loot square. The loot was a wolf mount. It showed in my inventory. Immediately after picking up this wolf mount, something strange happened to the stack. The interface acted like I had two stacks where ever I moved my hero. When clicking on the arrows to cycle through these two stacks, the name changed on the party but the same units listed. It didn't actually duplicate the units.
I'd almost want an auto-build road function for units. Click it, unit builds roads where ever it walks. Click it again, this turns off.
I'm having random turn never ends and game stops responding problems after some amount of turns. Don't think I'm doing anything in game that causes this so I can't reproduce it. I'll load the autosave and then be able to play more. This problem usually occurs after I've played 5+ turns. It doesn't seem to occur in at the start of a play session or the first couple turns. These are all in one zip. File menu, download.</p
Tactical battles are more fun. The tactical battle maps are much better and the more interesting weapon mechanics. The hero trait trees are a big improvement. Graphics on the strategic map are slightly nicer. Thanks for the free expansion.
Large map with 8 AI. Challenging level. The AI wasn't picking up loot. Undefended loot! Increased the monster difficulty by one level in this game too. The monster groups aren't attacking the AI but then they also can't take out any of the Strong monster groups. Does the AI prioritize research into increasing city research and production? All of the AI factions have less than half my growth. Seem to be way ahead
This breaks immersion. Having AI units and cities being ignored by strong monster groups. Game difficulty shouldn't be linked to this.
[quote quoting="post"] first of all, all the exp enhancing skills are the must, if hero is planned to develop. Thus, for couple of levels nothing happens .... I personally think those should be gone, exp enhancers are too good to pass on them, on the other hand, they are totally boring ... [/quote] Agree, remove the increase exp gain skills. The mage path has a +25 % one.
[quote quoting="post"] FUN! Generally speaking, FE 1.3 is just a lot more fun. That said, the best way to make the game more enjoyable is to get more units for each side. The AI doesn’t design its own units. It uses what you create. The more units you give a faction, the smarter the AI gets. [/quote] Don't get this. I have to design units for a faction in one game and then later play against that faction in a new game. To have a
I like the details given on Legendary Heroes. All of the core mechanic changes sound good. Don't understand any hate for Steam. So thats good too. I'm hoping that the AI is given more effort in Legendary Heroes.