Soletestament

Soletestament

Joined Member # 3111815
0 Posts 0 Replies 102 Reputation

So I've been playing the beta since it came out and I think I've gotten a handle on things enough to post some feedback. Corvettes: So I'm having trouble placing Corvettes. I feel that the 1 supply requirement is probably too low. As you can easily spam these ships early game. And while their damage and health are really low, against early game ships they're maneuverability makes them really good. 2 supply might be a better requirement than 1. Also their abilities usefulness is quest

4 Replies 5,716 Views

I think what makes having different resources begat new resources fun is the feeling of progression... pure and simple. We want to see our cities go from using Bronze swords to Steel or Adamantium or whatever. But like several people already pointed out, doing that can really make things tedious rather than fun. Why not keep Ore as ore but give research options that improve the quality of gear or what not made from that ore.... in otherwords an UPgr

278 Replies 549,851 Views

Not sure if this is a bug or not. But I recently played a game as Kraxis and I found that after a battle using a Party unit their health on level up would go from 22 to 54. Now I suppose that's no big deal. If you consider that if it's 3 units at 7 health that equals 21. level that makes them 12 each... but that would bring them to 36 not 54 >.>... The truely weird part is that after these battles every man in the squad died save one.&

0 Replies 1,276 Views

Not sure I like the militia idea... The nobility of the middle ages didn't call peasants small folk without reason. While it makes little sense because our first unit literally is called peasant that they don't rise up.... Most people would rather be conquored and continue with their every day lives than get involved in government squabbles. At least I can see this being the case with the Kingdoms. The Empires on the other hand..... As for where bows are in the tech

26 Replies 101,656 Views

I've said it before, but Diplomatic Capital should be tied into the Dynasty system. I'm not sure what you have planned for dynasties right now. But in the past you mentioned how AI would handle kingdoms turning over land, responding to alliegences and such based on marraiges and family relations. Honestly, I feel Diplomatic capital is so powerful there's no reason to bother with dynasties at the moment... But if DC was only aquired through marriages

144 Replies 449,346 Views

I love the diplomatic points idea... I hate embassies though. It kills the feel of things being fantesy. >.> There's a whole dynasty system in the game. Albeit nerfed (chance of having a baby is .01% now or something rediculously low right now) and really unimplemented yet in the Beta. If things go the way they are Stardock may well just scrap the idea all together which I think would be a shame. I'd Rather see Diplomatic points be tied to dynasties

137 Replies 481,442 Views

I like the idea of Supply lines determining the time limit of a fight. Not sure how something like that would be implemented though. The idea that a siege could be lifted by having an external force cut off their supply chain is just a really cool option. But it could also become annoying if it only takes one unit to cut supply. Not to mention it automatically applies a lose timer to the defender unless they can manage to reestablish supply.... All these options

469 Replies 1,485,856 Views

Not sure I like the timebank idea. By the end of the game people will either have a huge amount of time horded or a lot of gold. However if you've been playing well more gold really doesn't mean a whole lot. The biggest problem with turns is finding ways to alliviate the waiting player's boredom. Even during simultaneous turns (with time limits) you'll almost ALWAYS have that one player who simply forgets to click the turn button. Leaving everyone to w

187 Replies 425,225 Views

Why not just modify what's already in the game? Since beta1a there's been a scout item that you could add to your units. I think all it really does is add sight distance. But then if I remember correctly there are other things that do the same and cost less. Point is why not give scouts the ability to Trailblaze. Meaning any unit equiped with the scout pack gets increased sight radius/movement points plus the ability to build roads/trails.&

287 Replies 655,844 Views

Not to derail the focus of this thread, - Have enough essence and you can spend that to bring the Governor unit back to life (with the obvious magical consequences that spending essence results in) But that kind of bothers me. Not to mention raises a bunch of questions. Such as will there be any other penalty for raising a hero from the dead other than essence? Will the essence cost scale up with the hero'

247 Replies 547,296 Views

Or option number two is that a fleet of this size doesn't rest until either they are all dead or they've destroyed every planet in the star system. This way the fleet would eventually get widdled away to nothing or it would force everybody into conflict to defend themselves from a monstrous force (making the game much more interesting). That would be awesome. Opening pandora's box as they say :)

25 Replies 72,029 Views

Thinking on it some more, has anyone noticed if an assaulted AI's allies dislike you for attacking their friend? If not it may help to stem off what seems to be an ever increasing source of rep bonus. I mean even the Envoy cruisers will only get 1.5 rep from a given planet max. While there doesn't seem to be a cap to military action bonuses. I suppose the reason for that was because you can potentially gain quite a large negative value for it. However lik

27 Replies 13,850 Views

Right now the reason it's suddenly too easy to make alliances is, 1) The added reputaion upgrades in the Diplomacy tree. 2) It doesn't appear that the AI is handing out missions frequently enough for you to fail and take negative rep. (personally last game I played the AI didn't give me any missions at all.) As it is you only need a rep score of 3.00 to initiate a cease fire. So after a few bribes, all the upgrades and defending your home turf, you're bound to have t

27 Replies 13,850 Views

AI makes ceasefires (yellow diplomatic bars) with factions they have 0-10% relationship with. I'd like it if Embassies had a passive ability to slowly reduce negative relationship points due to military action. When playing single player you can get those numbers pretty high after a few hours just from destroying roaming scout ships. Fact it would make a really good upgrade option on the diplomacy tech tree.

60 Replies 38,355 Views

- When choosing between Autocalc and Tactical the decision should be available to the player who's sovereign is partaking in the battle. If two players have a sovereign in their armies than the game should automatically choose tactical. Nothing bothered me more than having my wizard autocalc'd in Age of Wonders. Since Autocalcing never does as well as when you go to tactical. Being fairly adept at tactical, my friends would autocalc my wizard rather than&nbs

208 Replies 744,117 Views

[quote]E} Sovereign dying equals game over non-negotiable. *IMPROVEMENT: Allow a game option on different death settings... don't force feed your customers because some won't like the food! When you walk into a restaurant the waiter doesn't say order fish along with any appetizer, but you will eat fish. Multiple options for critical game features such as winning and losing are important for customer satisfaction. [/quote] While I'll never gripe about having more

38 Replies 49,413 Views

What you're suggesting reminds me of how Age of Wonders handled unit traits. As each unit had it's own set of base stats and then it's abilities were determined by a list of fixed named traits. Similar to how MTG handles the game mechanics on their cards. I think the idea of being able to tie in resources to specific unit bonuses is a cool idea. Ex: all units are blessed with a fire shield enchantment. But upon losing your last fire node the enchantment di

5 Replies 1,138 Views

I've noticed that the cloth map does in fact reflect the type of terrain in a tile. However it's too hard to make out as it's implemented now. So far I've made out Black, red and a yellowish green. Swamps seem to have a dull brown. But all these colors are too subtle to notice out of hand and some are too similar to quickly distinguish between them. Also should you kill a soverign and their city dissappers the tile coloring reverts to unrevitaliz

2 Replies 1,205 Views