cardinaldirection

cardinaldirection

Joined Member # 4827756
44 Posts 925 Replies 16,214 Reputation

[quote who="KingHobbit" reply="45" id="3237060"] One of the things I don't like about trained troops. You can upgrade armor and weapons as they progress, but you cannot upgrade unit size. So if you have units that you have cultivated through the game, and have increased their armor and weaponery as needed, they still cannot add members.[/quote] Agreed, an option to upgrade the number of troops in a stack (as the appropriate technologies are research

150 Replies 539,729 Views

[quote who="parrottmath" reply="16" id="3237059"] but for now we can make every waterfall cliff a natural harbor for our purposes. Change the tile make up.[/quote] Hah cool idea. Aside from the additions to the AI, this entire proposition is actually quite simple.

22 Replies 17,281 Views

[quote who="JMiddleton" reply="3" id="3237034"]The joys of random numbers. Load your autosave and try again - it'll spawn somewhere else.[/quote] Personally I wish a few random numbers were rolled upon world creation that all future events calling for random numbers referred to, so that once a game was started it played out in a similar fashion (even when reverting to a previous save). Once bugs like this have been ironed out of course.

6 Replies 9,048 Views

[quote who="sweatyboatman" reply="5" id="3237003"] Units should be allowed to stack up on a tile. Moving around is painful enough without having your units move off roads to walk around a unit coming the other direction. [/quote] Somewhat diminishes the use of tiles though, and removes some strategic potential from the adventure map. There must be a good reason I'm just not seeing.

9 Replies 3,625 Views

[quote who="CogBurn" reply="43" id="3237005"] I think making cities require that a given terrain square be fully filled (all four small improvement squares) before new improvements can be built off it in any direction would help contain the snaking issue to a good extent. You would still be able to stretch your city a couple squares to reach a river/forest, but you wouldn't be able to make ridiculous 10+ tile stretches. And whoever said that snaking "ruin

46 Replies 46,347 Views

[quote who="stein220" reply="5" id="3236997"]Suppose you could let a stationed champion have control of a city, then they gain experience since they were running things more on their own without you micro-managing them (and maybe not exactly how you would do it).[/quote] Toss in some settings, and make it happen. This would also do wonders for making troops more important as champions would stay home more often.

9 Replies 3,930 Views

[quote who="Tuidjy" reply="2" id="3236986"] Nothing unreasonable about being bothered. I hate it with a passion that ONCE you have reached a bear's lair, it takes three months to kill it and another three to loot it. Just one of the many ways the game is slowed down more than I like.[/quote] This topic has brought up another question in my mind that I edited into my previous post. Tuidjy, do you know why multiple armies are allowed on one tile

9 Replies 3,625 Views

[quote who="DsRaider" reply="36" id="3236976"] This idea deserves serious consideration. After some thought I can't think of anything the current group size system adds to the game. If you could only build groups of 5 the game would be less complicated and easier to balance. Troops wouldn't grow in strength to the rediulous degee they do now. One of the biggest problems right now is that trained end game troops are 100 times stronger then early game troops. [/quot

150 Replies 539,729 Views

[quote]When you win a battle, move the victorious army onto the empty square (if attacking). Not only is that generally how one defines the winner of a battle (whoever holds the field after), but more to the point it unnecessarily slows down the game to win a battle one turn and then move onto the monster lair the next. I'm actually unreasonably bothered by this; go figure.[/quote] A preference I subscribe to as well. An issue arises when there are multiple ar

9 Replies 3,625 Views

[quote who="parrottmath" reply="13" id="3236925"] For the transportation of units across the sea is a rather AI nightmare, and the only suggestion to fix this nightmare is to set up transport lanes, basically marking two acceptable landings from one place to the other adding ships to the transport lane that automatically ferry land units across the sea. Note: this is not my best idea about the transportation AI fix, but it is a small bandage for a huge wound.[/quote] The sea at i

22 Replies 17,281 Views

[quote who="DsRaider" reply="12" id="3236899"] Oh ok, what you are saying is that beaches are actual world resources you can build improvements on like claypits, let's call them natural harbours for clarity's sake. These resources would spawn only on cliffs, and maybe would transform the cliffs around them into beaches. in addition they would spawn a ship once built. These ships would have the ability to add water walking to any unit in it's stack. That is indeed ra

22 Replies 17,281 Views

[quote who="cattess" reply="8" id="3236762"]It seems to me a turn-limit would just change one form of "gaimng the sytem" (running in circles to regenerate) into another (running in circles when you are getting your butt kicked so you can escape without having to use mana to caste Escape). So I think a more targeted approach focused on the Regeneration (and range attack) issue is warranted - a few thoughts:[/quote] Good points; agree on regeneration being the most apparent issue,

13 Replies 3,667 Views

Although cutting back dramatically, I have been coding for more than two decades (still preferring CLI's); and I must admit that the interconnectedness of these forums is very nice. Having used quite a few WYSIWYG editors in my day, I am merely highlighting an area that as both a professional and one of your customers, could use some improvement. Most users will certainly find it adequate, but if you haven't noticed, Stardock tends to attract consumers of slightly above av

12 Replies 34,811 Views

[quote who="Kestral2040" reply="5" id="3236723"]This is why I love you Heavenfall. Brilliant bug report, I will make sure this gets fixed srsly, if anyone wants to know how to get something fixed, provide a bug report of this quality I WANT TO GIVE YOU A REWARD[/quote] Is this really a bug, or an oversight in game mechanics and UI design? What exactly is there to fix, other than providing a way for multiple units and armies on a tile to be manage

8 Replies 3,838 Views

[quote who="CogBurn" reply="32" id="3236711"] I think the balance changes will help to asuage the issue, but is still not fixing the core problem that no mechanic of the game intrinsicly requires the sov to rely on the existance of a city aside from the fail-safe in the case of his death. Cities absolutely do not need to depend more upon champions. Certainly they can stand to benefit from the existance of the champions, such as the example you mentioned of goodie huts containi

35 Replies 115,773 Views

[quote who="DsRaider" reply="10" id="3236714"] Unfortunately transports actually take a lot of code and time in order to get the AI to use them at all. This is why transports weren't used by the AI in WoM. Frogboy has commented on this several times. Think about it. You need to build the transports before hand, move them to the units you want to transport, Load the units up, move to the drop point, unload, and then return the transport to where it is needed n

22 Replies 17,281 Views

[quote who="GFireflyE" reply="1" id="3236657"] However, it would be nice if there was a 'stale' mechanic put in place, ie, if there is non-combat for 5 turns or something, you 'flee' from combat and get zero experaince from the encounter. The encounter could even reset as if you didn't defeat anyone, but you still take the losses (if any). [/quote] ^This, is an excellent idea! [e digicons]:yes:[/e]

13 Replies 3,667 Views

[quote who="CogBurn" reply="28" id="3236649"] Brad, there needs to be dangers and challenges in the world that your soverign cannot handle without something that only the cities can provide. The game NEEDS them, desperately. You can tweak unit balance all you want, but until cities are just flatly indespensable and intrinsic to surviving and progressing in the world, you simply don't NEED them.[/quote] I believe the balance run in the next update will

35 Replies 115,773 Views

[quote who="mqpiffle" reply="19" id="3236479"]I have a simple idea to fix the problem of not needing cities to complete the game: Advanced traits should require buildings, which should require tech unlocks. Want an assassin character? You need to build an Assassin's Redoubt. Want a wizard character? You need a Wizard Tower. And have more impressive traits require more building upgrades. Without these traits all that should be available ar

35 Replies 115,773 Views

[quote who="NorsemanViking" reply="7" id="3236588"] Yep, but I'm very skeptical to a system where sea traveling is hugely magic based or/and mainly based on hero level ups.[/quote] Again it appears as if you didn't read the thread. Perhaps I did an extremely poor job of explaining the idea, but nowhere do I hint that these traits are limited to spells and/or champions. A boat is simply a unit with the water-walking, transport, and aquatic traits

22 Replies 17,281 Views