Elhoim
Iron Tower Studio Dev
Managed to win on my first try
I guess the experience from the 30 hours in the previous scenarios payed off
I guess the experience from the 30 hours in the previous scenarios payed off
I seriously do hope the game will contain a decent tutorial, I had no idea what am I doing with yields and adjacency bonuses and didn't even discover exploitation system.
The lack of technology quotes, or big images, or anything, is seriously a flaw in a game which excels in immersion in many other aspects. Its a minor thing but such an inferior minor thing than civ's quotes after getting a new tech.
Managed to win on my first try
I guess the experience from the 30 hours in the previous scenarios payed off
Had a harder time my second time playing the final scenario. I tried to be proactive attacking small groups of units as they trickled in, but Khmer managed to pull together a really large army attacking Oxenford. It was close but I managed to beat them back.... then on to their capital
Maybe I haven't figured out the "trick" with their elephant EU, but they are really tough. The AI does a pretty great job at keeping them in good positions/advantageous terrain. Hopefully they are very expensive to produce.
I still find the reinforcement system a little confusing and frustrating at times. In a couple instances I had arranged my battle line really nicely with melee units at choke points with longbows behind... only to have Khmer reinforcements appear right behind me. I assume this is working as intended though.
Also, apparently when a resource extractor tile is part of the siege you lose that strategic resource, stalling production of anything that you were building that required said resource (my knights in this case). I personally found that kind of obnoxious.
I felt like this was considerably easier than the Imjin War Scenario from last week. All in all, super fun! Glad to hear so many forum members got into OpenDev today
.3) Still learning about the various units. I do like that melee, ranged and cavalry feel more unique in HK than in civ. This is because ranged units can fire further away so they truly feel like ranged units. And calvary can charge over several tiles so cavalry charges feel more like real calvary charges. And you can truly outflank melee units with cavalry and attach from the read for devastating effects which is great.
Is it WAD that elephants are not considered cavalry, so there's no pikeman bonus against them?
Did anyone notice if strategic resources are needed to heal units that require these for production, i.e. units don't heal if your extractors are pillaged?
I liked the first scenario, lots of things familiar from the Endless Legend/Endless Space series. The other scenarios I found very dull... might be because tactical combat is not something I've ever enjoyed nor found interesting. I'm sure everyone complaining about combat in Civilization 5/6 will love it though.
Yeah, what I love about it is that it's very clear on what works and what doesn't work. I love the brutality of the combat difference, and makes you pulling out a great "combo" all the more satisfying.
The names Londonia and Oxeneford are taken from the Domesday Book.Strange... I’ve never heard it called “Londonia” before. Lunden or Londoun, yes, even Londinium if we want to go back to Roman times.
One question: can you scroll the map by dragging the mouse to the edge of the screen? I feel like it would make moving around the map easier.
While edge-scrolling is not implemented yet, click-and-drag should work.I can't move the map whenever I drag my cursor. I had to rely on my keys. But I'm sure it'll be fixed near the beta build or something.
There are two situations regarding reinforcements:In a couple instances I had arranged my battle line really nicely with melee units at choke points with longbows behind... only to have Khmer reinforcements appear right behind me. I assume this is working as intended though.
Generally AI tries to take defensive positions when they are the defender, but the animal AI is deliberately a very "Direct" AI. I believe they try to stay away and hidden, but if they see you, they feel threatened and will rush in to attack.Pre-battle I wanted to make sure that my units are directly next to the animals I'm attacking. Whenever I enter the deployment phase, I couldn't find that animal, and only after I finish deploying it's going towards me. Sometimes I have to chase it everywhere within the deployment zone. I assume this is the AI trying to hide from me, although I'm not sure about that either. Admittedly this isn't not really a criticism so much as confusion about what's supposed to happen.
Pacing is one of the areas we were looking for feedback, and we got a lot.Maybe that does sound strange, but there are too many options unlocked to quickly - either that or production/research balance is off (not unexpected in a freakin pre alpha).
I have noticed some issues with deployment zone and battle edge that may be related to the use of the map editor. Tiles that cannot be reached from your the position of the involved armies should not be included in the battle, and thus would not be eligible to bring in reinforcements.then i saw onw tile completely to the southwest of the coty that was in the radius and where i could get in 1 turn. So I jumped on it... WRONG !!! Very bad move. That single tile was the last tile included in the coty radius when in battle, and was surrounded by cliffs that made the battle terrain unreachable. Those 2 knights were stuck there for at least half the scenario, because I couldn't move them out, and even if I chose to take them OUT of being reinforcement, they were never released from battle until the siege ended.
At the moment it is Working As Designed, but we've had a lot of feedback about this.Is it WAD that elephants are not considered cavalry, so there's no pikeman bonus against them?