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f13.net  |  f13.net General Forums  |  Gaming  |  Topic: Endless Legend? 0 Members and 1 Guest are viewing this topic.
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Author Topic: Endless Legend?  (Read 15111 times)
amiable
Terracotta Army
Posts: 2126


Reply #70 on: January 14, 2015, 11:11:17 AM

The tactical map in this game is absolutely terrible on almost every level.  Pathing is horrible.  Your troops don't follow the orders you give them making it impossible to position or use terrain to your advantage.  If another mob attacks you before your turn, you lose your turn entirely on that unit.  The reinforcement mechanic is clunky as fuck and often leads to funneling troops into the ai/opponent for you to kill.   I don't even know why they added it to the game. 
Sky
Terracotta Army
Posts: 32117

I love my TV an' hug my TV an' call it 'George'.


Reply #71 on: January 14, 2015, 01:27:27 PM

I too, am concerned, when the AI attempts to invade my navel.
It interrupts my contemplation.
Khaldun
Terracotta Army
Posts: 15189


Reply #72 on: January 14, 2015, 07:49:25 PM

The tactical game is pretty bad, yeah. I generally don't bother with it except in a few really particular kinds of battles where careful tactical management might help. You really can't control things that you would need to control for any semblance of a tactical-level game experience to kick in meaningfully.
Phildo
Contributor
Posts: 5872


Reply #73 on: January 15, 2015, 07:33:33 AM

I had a similar complaint about the combat in Endless Space.  They gave you the illusion of control with the cinematic video of combat, but the outcome was largely predetermined from the start.  I get the feeling that trying to manually control the combat beyond assigning targeting would just mess things up for you in this game.

Last night I was sieging the Cultists' city and they had a ton of random monster stacks roaming around their territory.  One of them engaged me and I was outnumbered about 17-9, but the attacking stack only had 4 so I faced 6 enemies (4+2 reinforcements) and was able to annihilate them, then spend the second half of the battle gang-banging the reinforcements two at a time.
Lucas
Terracotta Army
Posts: 3298

Further proof that Italians have suspect taste in games.


Reply #74 on: January 20, 2015, 06:10:55 PM

New patch (updates to 1.0.30) :

Quote
RELEASE NOTES [1.0.30]

Changes and Additions
Added a tooltip with the total output when colonising a new region or extending a city [G2G Vote]
Increased vision height value of ridges from 2 to 4
Reduced of 1 vision range bonus of the City Hall default city improvement at city creation
Reduced of 1 vision range of extractors region buildings
Settlers are now Infantry units
Added abilities to Quest weapons and shields
Added the Vaccination ability to the Proliferator unit (when targeting an ally, it makes them immune to any disease)
Removed warnings and compliments from the computation of the Diplomacy victory
Balanced the Chain Lightning ability
Slightly improved default level of army units spawning through quests, based on current turn and game speed
Balanced the AI targeting rules
Balanced the whole AI for the diplomacy: it should be easier to have a consistent relationship with the AI
Added more variety to AI empire armies
Enabled the force truce/peace/alliance for the AI when playing the Drakken
The AI empires can retrofit heroes' weapons, armours and accessories
Reduced the AI trade heuristics for Spices and Dust Orchid
Improved the ridges and cliffs visuals
Optimised the size of some textures
Changed the name of the soundtrack folder (in order to be readable by the Steam music player)

Important Fixes
Fixed an issue where an "Out of Range Exception" can occur with certain saves
Fixed an issue where an assert is displayed when loading a save with a commander having lost its army
Fixed an issue where an assert is displayed when an AI empire computes the income of an invalid trade route
Fixed an issue where an assert is displayed when trying to open the city view after conquering a city
Fixed an issue where an assert is displayed when one city along the trade route was razed during the turn (this happens when minor factions or Cultists attack and raze a city)
Fixed an issue where an assert can be generated sometimes by the simulation when displaying a tooltip
Fixed an issue where Game creation fails after loading a mod or resetting to default
Fixed an issue where a skippable assert generated in late game, at the beginning of the turn in a multiplayer session
Fixed an issue where a skippable assert is generated when the player exits to menu, while a unit receives damage in combat
Fixed an issue where a stuck situation is encountered when loading the session
Fixed an issue where a dead lock between encounters can occur

Other Fixes
Fixed an issue where the battle is stuck when using the reset deployment button
Fixed an issue where the battle unit does not move when the target is inaccessible
Fixed an issue where Settlers do not attack during manual combat
Fixed an issue where the Militia does not get XP per turn
Fixed an issue where the Militia is not available at the creation of a city
Fixed an issue where Militia units do not participate in battles to defend cities
Fixed an issue where the Charge ability gives a bonus when the unit does not move
Fixed an issue where the Proliferator unit can create new units for the opponent
Fixed an issue where units garrisoned in converted villages do not receive XP per turn although the tooltip states otherwise
Fixed an issue where assimilating a new faction costs the same as replacing an assimilated one
Fixed an issue where Districts are not prioritised as drop locations whenever armies are teleported to a city
Fixed an issue where the building buyout and population buyout do not use real resources
Fixed an issue where city improvements can be destroyed instantly during a siege before the city is captured
Fixed an issue where the Highway improvement does not override the tile cost
Fixed an issue where Tier 3 military plan and Cannon Fodder trait reduce army cost to 0 for Necrophages
Fixed an issue where the cost for the first pillars/spells for Ardent Mage faction is wrong (used to be 10 instead of 6)
Fixed an issue where the tooltip when recruiting heroes is disabled because of a market ban in the Academy screen
Fixed an issue with the spawned armies in the Broken Lords faction quest chapter 6 and 7
Fixed an issue where the player cannot complete the Broken Lords chapter 7alt step 1 of the "Death or Glory" quest
Fixed an issue where the Broken Lords chapter 3 "Perilous Frontiers" cannot be completed by colonising new regions if the first city is placed in a low Dust income area
Fixed an issue where the Scepter of Auir is displayed as a ring in its tooltip
Fixed an issue where quest armies are stuck on water tiles, making quests unfinishable
Fixed an issue where loading/saving/loading too much could solve quests
Fixed an issue where the "Digging In" quest cannot be completed when the game was saved before pacifying any village
Fixed an issue where the "Manual Labour" quest can be triggered without at least 1 Delvers village in the neighbouring regions
Fixed an issue where unequipping two-handed weapons, shields and armour will automatically unequip items in different slots
Fixed an issue where default two-handed items are not reset when removing the left hand part
Fixed an issue where removing a torso item by drag and dropping it in the middle of the panel, the head armour is also removed
Fixed an issue where the same item can be received multiple times as either a quest reward or when searching ruins
Fixed an issue where AI empires are able to search unavailable technologies
Fixed an issue where several luxury resources do not modify the AI deal attitude bar during trade
Fixed an issue where AI prioritises Borough streets instead of less expensive improvements in newly built cities
Fixed an issue where AI major factions besiege the closest city to their empire regardless of the odds of success during war
Fixed an issue where Advanced Diarchy trait has same tooltip info twice
Fixed an issue where the wrong icon is displayed for the Sweep Strike Back 3 ability
Fixed an issue where the Truce icon is too large on the Diplomatic screen
Fixed an issue where the player receives a notification informing him/her that he must colonise a region when an AI has to colonise a region or be eliminated

" He's so impatient, it's like watching a teenager fuck a glorious older woman." - Ironwood on J.J. Abrams
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