1.6 Wishlist

By on August 8, 2013 5:36:06 AM from Elemental Forums Elemental Forums

onomastikon

Join Date 02/2006
+18


EDIT: Since 1.5 just came out, I am changing the title and some small elements of the OP, the bulk of the original post is, however, still applicable.

I really like what I can see of FE:LH 1.3 a lot so far, and don't think that LH needs much to become a truly "great" game (rating above 8/10). I think this is all it needs to go down in history as meeting the promise of the best successor to M&M and surpassing it as the next milestone. With one exception (see §5 below), I do not think that any of the following should be made into DLC or passed off to modders, but should form the basis of those projects.

 

1. UI

- Many screens are not closable via hotkey. All screens should be able to be closed by pressing "escape", and/or the same hotkey used to open them, by default (instead of having to click a "done" button).

- Important screens, such as research, should be accessable via their own hotkey, not the "K" key and then the click of a tab. Research, for instance, should be instantly accessible via "R", or something else, by default.

- All hotkeys should be customizable.

- There is currently no way in-game (or out of it) to view the progression tree available to Champions except in the few opportunities one has during level-up; this should be viewable by pressing a hotkey, or at least by clicking a button somewhere on the "unit details" screen.

- On the main UI overlay, with a city selected, rollover information tells me at what level the city's population is capped due to food, but nowhere can I actually see the current population -- for this, I must click on the city's details. I should not need an extra click, and hence should see the currenty population either in the round overlay window bottom left or in the mouseover info on the city's level bar.

- Entity hotkeys: It has become standard syntax in strategy games to be able to assign units or groups of units or locations a hotkey by pressing ctrl-# and then using the appropriate # key to select that entity. This is currently lacking in LH. This would also be useful for assigning makeshift Rallypoints, by being able to assign a hotkey to a tile.

- Rally Points: Although LH is more about Champions than units, still much of the game resolves around training at least a couple of units. Each unit-producing location (or at least towns) should have a default Rally Point (currently, the town itself) which can be altered to automatically send produced units to the selected destination upon completion of their training.

- More varied selection in game setup: Research can currently only be slow, fast, or normal, but I would like to have at least 7 choices, if I cannot enter a % integer on my own (as in Distant Worlds). Slow is too slow for me, but normal is too fast.

- An additional screen, much like the City overview, for Champions, so you can always find those that may inadvertently be stationed somewhere. The overview should list the basic stats, enchantments, and little icons for the equipement carried.

 

2. Tactical Combat features

Tactical combat is currently good, but still not quite as good as one might expect or hope, even looking at some oldies but goodies (e.g. AoW:SM).

- Currently, there is no accuracy penalty to distant or obscured targets with ranged weapons, which not only feels counterintuitive (archers shooting around corners, 20 tiles away just as likely to hit as point blank) but reduces the tactical choices players have with ranged units (currently, it's a no-brainer: move your ranged units as far away as possible and run around if necessary). Introducing penalties for obscured (LOS) or distant targets would allow players to make a choice (do I stay in mid-range for better chances to hit, or play it safe, or a bit more risky?). Additionally, this would make the difference between ranged weapons more variable and interesting, e.g.: magic staves may have the longest optimal range, crossbows the second longest, longbows the third, shortbows the forth, and thrown weapons the worst. Some rudimentary system should suffice, e.g. so that archers, for example, have a slightly less than optimal chance to hit a target on the other side of the tactical board than at point-blank range (while magic staves, for instance, might have an infinite range), and some form of rudimentary line-of-sight calculation (so that obstacles, debris and other units give a slight penalty to hit) -- all of which could be modified by a unit's level or traits. One very simple way of implementing this would be to simply name an integer for each weapon as that unit's optimal range at or below which no accuracy penalty is applied, with a modification type (S, M, L, XL) to roughly indicate a range penalty beyond this point. One could then imagine that an integer penalty per tile is applied based on the type of weapon (Short ranged weapons (S), for instance, might have a -10 accuracy penalty per tile beyond the optimal, while XL-ranged weapons only -5. Unit traits and spells may affect any of these values. Admittedly, LOS calculations would be harder to implement, and I do not have a simple suggestion to remedy its lack.

- Terrain in tactical battles could be so much better in offering real choices to the player. For instance, some rudimentary form of terrain-type bonuses and penalties (plains, hills, forest, desert, swamp, city) for most units or factions, should be fairly easy to implement, utilizing both the value of the tile on the strategic map (e.g. bears get a bonus in forest tiles, Ironmen in hills, etc.) and the individual tiles on the strategic map (being on a hill could give a defensive bonus and an accuracy bonus to ranged units, etc.).

- Not all Resistance rolls should be the same: Some spells and units should allow for +bonuses or - penalties to certain resistance rolls, so that some skills become more interesting and usable, e.g. "... unless the target resists at a -15 penalty". Some attributes should allow some units a bonus or penalty to some rolls as well, e.g. being "Large" might grant extra resistance to a "Web" attempt by default, for example...

 

 

3. Documentation

- The Manual, the Spellbook, and, in some instances, the Hiergamenon is in many places very out-of-date, being frequently the status quo ante of Fallen Enchantress of 18 months ago.

- Currently nearly impossible to determine which spells are obtainable under which circumstances, except for very few exceptions. The "prerequisites" listings of the Hiergamenon spells are frequently missing, and the mouseovers of traits (e.g. "Air Mage") only show what that level offers, not the ones before it (e.g. Air Apprentice). There is no way in-game (or out of it) to view the progression tree available to Champions except in the few opportunities one has during level-up -- this should be viewable by pressing a hotkey.

 

 

4. AI

 

The AI has seen improvement, but still has faults in some areas. Please see the consolidated AI thread (This thread here ) for more info.

 

 

5. Content

- Spells: There are a great many variables in LH, but most spells seem to affect only a few. Frankly, I find most of the spells available to most of the champions fairly mundane. While I am not expecting the variety available in a game such as Dominions without DLC, I do think that at least half of the suggestions for spells one can find on the forums over the past months are suitable and easily implementable for vanilla LH, at the very least more variety amongst the tactical spells for the "standard" spellbooks (elemental/life/death), and a few to unlock in the "Magic" research tab. I think an increase of anywhere between 25% and 50%, including the cross-class spells (below), would be worthwhile for Vanilla LH.

- Cross-class spells: I'd like to see at least some spells unlock for mages who have access to different spellbooks, e.g. Earth Mage und Death Disciple might unlock Raise Fallen, etc.

- 10-25% increase in variety of items and monsters (without DLC)

- I would pay DLC-$ for additional quests, maps, and also items, monsters, and spells above the scope of that described above.

 

 

6. Ruleset

- Non-hostile entities should not disrupt movement (see pathing dilemmas for more details). Currently, it is the case that by clicking on a nearby destination, I have inadvertently sent my units on a 20-turn hike around the world because some friendly unit may be moving through or sitting on a bottleneck. Friendly units should be able to pass through these, and if they end the turn on them together, we should simply see the little "2" or whatever icon to show that 2 or more armies are present in that one tile. Allied cities should also be able to be moved through.

- It would be nice if at least some of the greatly over- or underpowered elements of the game were adjusted without resorting to Modding. Selecting the 20 most common remarks, such as the "Tame" ability, from these forums should be sufficient. This is particularly important because the AI seems to be better at adjusting its strategy to Vanilla values vs. those generated by mods.

 

7. Thank you for listening and your constructive criticism / feedback.

 

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August 8, 2013 6:30:05 AM from Elemental Forums Elemental Forums

- There is currently no way in-game (or out of it) to view the progression tree available to Champions except in the few opportunities one has during level-up; this should be viewable by pressing a hotkey, or at least by clicking a button somewhere on the "unit details" screen.

I can help with this one. In game select your champion/sovereign > click on their portrait to get the details screen > click on traits.

You should get up the same screen as you do when levelling up. Hope that helps.

All the Best,

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August 8, 2013 7:05:35 AM from Elemental Forums Elemental Forums

For patch 1.4, i'd like an interface close to Civilization V. Its the best interface i've seen in a game so far...

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August 8, 2013 7:30:33 AM from Elemental Forums Elemental Forums

- Earning money by taxing one's population seems broken: despite consistently using spells such as "Propaganda", and devoting resources to reducing unrest and producing money, the net income I have from taxation seems trivial compared to the net gains I have from adventuring (even simply selling pelts and rusty helmets) until the very end of the game (at which point I have produced no units but have still won anyhow). This makes strategic choicemaking in citybuilding largely moot, and hence uninteresting.

This is a problem that can be solved by upping the difficulty of monsters. Makes it harder to get those pelts etc. making you need to build units to help with clearing stuff. Beastmaster etc. are probably broken this way and lets you get away with no units early on, so try getting by without stuff like that (I see you mention tame, so you are probably aware of this)


- Cross-class spells: I'd like to see at least some spells unlock for mages who have access to different spellbooks, e.g. Earth Mage und Death Disciple might unlock Raise Fallen, etc.

Yeah they had lots of these in FE, don't know why they removed them for no reason. Hopefully a spell DLC can fix this later. 

Most of your stuff makes sense, but some of the tactical stuff are probably not going to happen unless they release another expansion sadly. Also remember this is a game made for modding, so they expect us to fix lots of stuff with mods as well.

The main problem might be the size of many mods, people wanting just to add a bit more spice to their default game can be scared away from mods by some of the bigger ones. I know I tried one of the big ones in FE and did not like it, so I only started using more mods when I started experimenting with modding myself. My mods only try to fix issues I see in the original game without breaking too much away from the "spirit" of it, and I guess that is what you want too. Maybe you should start modding as well?

 

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August 8, 2013 10:27:28 AM from Elemental Forums Elemental Forums

I really like your ideas for the ranged combat so far.

The LoS problem could be solved by algorithmically go through each of the fields between the target and the shooter at firing. This would not really pose much of a problem imo. This could also be done on hovering over a potential target. or beforehand after each move of a unit which is an enemy or a ranged own unit. Each of those solves would have specific pros and cons most notably having to have a table with all values for the last solution and a possible delay (if your pc is wooden) for the first at each shot.

You could then see if any of those tiles between the two units is blocked or a hill and calculate a new percentage value for hitting the target.

 

--

Reserved for further feedback when I have the time.

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August 8, 2013 10:52:57 AM from Elemental Forums Elemental Forums

- Cross-class spells would be cool, but to be honest, the whole spell system is already a mess: you can get them from spell books, mage traits, sovereign traits, faction traits, magic techs, acquiring heroes with unique spells and quests. That's a lot of sources. I agree with the OP that many spells are rather 'meh'. Imo, the spells from the books/schools should be stronger than others, as it takes more resources to learn them. At the moment, some of the most useful spells (arguably) are in the tech tree -Pull of the Earth, Tireless March, Fireball- , available to every faction and usually every hero. This makes all those 'special' book spells a lot less special.

- Movement is a pain. I once had an entire map completely covered with allied units in one giant traffic jam. I agree with the OP: friendly armies should stack. And please remove caravans altogether. Not the treaty, but the physical units. Movement around them is very buggy and it does not serve any purpose. And let units march through friendly territory. Or finally fix that whole issue!

- Money: again, agreed with the OP. My cities never generate much money. Diplomacy and questing gain me much, much more. This could use a fix. Increase the revenue of cities and/or decrease the (buying and selling) price of items.

- New manuals ftw! Especially one that highlights all the new hotkeys

- The above fixes are more important to me than AI or combat fixes. Combat is fine, the AI almost competent enough to beat me on Insane...

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August 8, 2013 11:09:39 AM from Elemental Forums Elemental Forums

Quoting Fallenchar,

- Money: again, agreed with the OP. My cities never generate much money. Diplomacy and questing gain me much, much more. This could use a fix. Increase the revenue of cities and/or decrease the (buying and selling) price of items.

How much and how often do you adjust the 'tax system' during the course of a game? There is a balance where if you want more money from your cities, you take a production hit to do so...I have often found the trade off to be worthwhile.

 

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August 8, 2013 11:55:30 AM from Elemental Forums Elemental Forums

I would take that hit if it only did not screw up my tech as well. Tech pace is everything in this game, if you can get to the right techs asap you can compete with cheating AI's in Simcity games, but not without. The conclave improvement "Unrest does not affect Research" comes way too late to matter.  

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August 8, 2013 12:07:50 PM from Elemental Forums Elemental Forums

Not sure about this one. The amount of money you get from cities does seem pretty marginal, +10 gold a turn when you can get multiples of that from one fairly small lair. However I think the intention is to encourage you to go lair clearing and questing. With the city gold I mainly want to see that my balance is manageable, either positive or at least not going down too fast. If you build a lot of towns with gold bonuses, and especially if you set them to produce gold, you can produce fairly significant amounts. It depends to some extent on your style, if you build a Tamed beast super stack and clear one lair a turn then city gold will never compete. If you go through a period when you've cleared all the nearby lairs and you're in a war of attrition with a more powerful AI then you're going to want that city gold. And as GFireFlyE notes, you can experiment with the higher tax levels. In my current game as Kraxis I'm in the situation I've described where I've cleared all the accessible lairs and I need to be careful with my main stack because I'm at war. I've set taxes to High and I'm getting a surplus of about 10 gold a turn, which means I'll be able to Silvertongue another AI unit in 10 turns, which is certainly handy, if not game changing.

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August 8, 2013 12:29:29 PM from Elemental Forums Elemental Forums

A small tip if you want a big moneymaking town. 

Find a place with 2-3 Essences and decent production, make it a town. Use Consulate Outposts to grow it quicker. Select that 50% or 100% more gildar when producing wealth at lvl 3 I think. (you are sacrificing 5% hp to all your units) Arcane Forge, Enchanted Hammers, and 5 gildar per material at lvl 5. (Mint of Ravenna or something) I got a town kicking out 60-100 gildar (depending on tax rate) pr turn this way. That new quest DLC Temple that gives 100% gildar as well is pretty insane too with this strat and helps it grow quicker as well. With the perfect place and Bazaar, I think you could reach 150 gildar per turn from one town when producing wealth.

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August 9, 2013 5:42:55 AM from Elemental Forums Elemental Forums


Thank you for the helpful feedback! That really helps me, and I also hope it helps Derek and any other members of the team to get some more orientation. I also agree that not only is it unclear and often unintuitive how certain champions obtain certain spells, and that most of the best are often in the generic category, but also that the "best" spells seem to be obtainable with the least amount of investment. I also agree that some elements unlocked in the tech tree come to early or too late.

The only comment I find myself not agreeing with wholeheartedly is:

Quoting sjaminei,
Most of your stuff makes sense, but some of the tactical stuff are probably not going to happen unless they release another expansion sadly. Also remember this is a game made for modding, so they expect us to fix lots of stuff with mods as well.

I believe that at least the ranged combat fix should be fairly resource-unintensive to implement, and would be well worth the investment, considering the return is a large increase in real polyvalent player choices (the lack of which is the sole killer of fun in TBSs).

I'd like to add or enlarge on one point under section 1, UI, that some of the comments above cleared up for me:

1. UI

- Change the way that AI difficulty is set to be more flexible, e.g. instead of a single determining AI level, separate each into components, thus:

a. Penalty to AI Algorithms: very weak / weak / none

b. Bonus to AI Economy +0% to +x%

c. Bonus to AI Champions: +0% to +x%, which could include anything from HP to Attack to Resistances to magical proficiency, to all combined, or even further differentiated

d. Bonus to AI trained unit strength: +0 to +x, whereby here the numbers could simply be integers which represent an even +x level bonus to units the AI trains. Alternatively, it could be a percentage indicating a bonus to HP or Attack, or both, or whatever. IIUC, this component is currently not used in determining the difficulty of the AI against which one plays. I would greatly wish to see it, as it might not only make the AI more challenging by "spreading the cheating" across different aspects, but would also give more "oomph" from threats.

e. Bonus to AI research: +0% to x%

f. Bonus to AI Mana: +0% to +x%

One could still imagine additional cheats for certain levels of difficulty beyond these which could still be bundled into a global "Challenging" to "Insane" package, such as cheating bonuses for resource effectiveness (e.g. a unit design costing 50 metal and 25 crystal might be had for 25 metal and 13 crystal at some settings).

I think a differentiated AI would be particularly useful in the "Customize Opponents" tab, as you might want to have, say, Yithril with very strong units but normal research -- or the other way around.

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August 12, 2013 4:28:39 AM from Elemental Forums Elemental Forums

Quoting GFireflyE,


How much and how often do you adjust the 'tax system' during the course of a game? There is a balance where if you want more money from your cities, you take a production hit to do so...I have often found the trade off to be worthwhile.

 

Well, I like your improvement to the tax system. Instead of always having 0% tax, now it fluctuates between 0 and 10%. As much unrest as my buildings can negate. Lowering my research for a couple of gildar each turn is never worth it, for me.

Back on topic: I am not sure about your flexible AI suggestion, Onomastikon. If I can decide every setting, I'll probably feel like I am defeating myself, instead of 'the game'.

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August 16, 2013 4:36:40 AM from Elemental Forums Elemental Forums


That's fair enough.

I still see a lot more room for added flexibility and fun without resorting to DLC, but I do agree that under a tight resource-management a consolidation of features into a smooth system is in order.

I'd prioritize and believe that UI fixes are the most important, then fixes to unit pathing (non-enemy units should not disrupt pathing), then documentation, then a fleshing-out of the spellbook (at least make the "standard" spellbooks, the ones we can obtain through the "general" trait screen, more variable and worthwhile; what about Necromancy, where are the zombies and skeletons? Why is Death so underwhelming? Why only 2 spells per level?), then an overhaul of tactical combat, then the rest.

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August 16, 2013 6:21:41 AM from Elemental Forums Elemental Forums

While we are at it:

What I like to see is a fix to the auomatic combat resolve.

 

If I am clearly overpowered I like to to autmatic battles, however:

 

If I enter a combat with my Heroes, Defenders and a couple of Archers. Many times the archers are heavily wounded or 1-2 even killed if I do auto combat.

 

If I do the battle myself I often dont lose ANY HPs.

Even switching to the "slow" auto battle and watching the fight doesn steal any heatpoints.

 

But doing the quick autobattle... DOES.

 

Its bothersome to do all the battles which are no brainers by myself. Because Auto-Battle kills my Level 20 Archers...

 

Malban

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August 17, 2013 1:23:34 PM from Elemental Forums Elemental Forums

i m new to legendary heroes so right now its just one ... but a big wish nonetheless:

 

It would absolutely rock if stardock could add an option to the option menu where you can (similar to an option in the total war games) increase the "scale" of your troops.

I ve already looked through the modding section and asked a question but the way it looks to me while you can make units look like max. 20 soldiers onscreen ... this also means you suddenly have 20 x Attack, 20 x Hitpoints etc. etc. ... i.e. completely overpowering the unit destroying any kind of balance without a complete overhaul of the game.

What i m suggesting is an option:

Army Size: normal ( units show either 3,4,5 or 6 invidiual soldiers )

                large ( 6,8,10,12 )

                huge ( 9,12,15,18 )

Maybe add a warning that bigger army sizes may tax your hardware more as i guess it will.

Keep in mind that this is supposed to be purely cosmetical, not changing any balance i.e. your milita unit will have the exact same stats no matter what setting you chose.

this (hopefully) little change would help a lot with "immersion" while giving people choice, i.e. not forcing people with older PCs to use it.

seeing the screenshots from BlackRainz Immersion Mod for Fallen enchantress like this https://www.dropbox.com/s/s61uue7lajw7w08/FallenEnchantress_1355178978.jpg made me really hungry for such an option without all the hassle of rebalancing etc.

 

 

 

 

 

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August 25, 2013 2:36:23 PM from Elemental Forums Elemental Forums


One other thing I have noticed that has not improved with 1.3 is the popup which occurs when a village obtains level 2 and one must choose which path to take. When this screen pops up, we are not shown the city's tile yield! How many materials does the village have? We cannot click anywhere to find out. We can see production, but not materials, for instance. It would be nice if we could close the screen to look around a bit, or at the least have all of the information available to us.

 

Another thing that could use work would also be attributable to UI: the Traits tree of champions. Currently, the tree highlights traits a champion has access to in a way which is often indistinguishable from traits a champion already has. I have no idea why, because it is quite misleading. I have often chosen a suboptimal trait because I mistakenly believed I already had the trait, for instance, which gives a bonus to casting times! Please highlight ONLY the traits we already have, not those from which we can choose! Or at the very least, highlight the latter less, and/or with a slightly colored (red?) ring.

Thanks!

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August 26, 2013 6:33:04 AM from Elemental Forums Elemental Forums

A few things for me:

- There is no point in having "large" cities beyond the level 5 cap; add a small gold generation bonus to cities based on the amount of people that are in it (This might penalize the smaller nations by virtue of not having many towns which can directly effect the amount of food each grain gives a town).

 

- Instead of getting a champion at certain "Fame" intervals; can I also be offered a "big bag of money" (Money being something of value; not just gold of course)? I've found that after awhile I just plop a hero I earn through fame in a random town and never touch him again (I feel like I'm wasting a valuable resource if I just "steal" the Hero units soul).

- Regarding Champions; could we choose what feats the higher level champions get once we pick them? Sometimes you don't want that defender but you wouldn't mind an attacker (Even if they start out as "naked" but coming with items).

 

- If you find that you are running low on crystal and you want to make a new unit; try reducing the army size. Gold can be plentiful compared to crystals so all you have to do is upgrade the size of the army once it is created... Could it be possible to "fix" this issue? A simple solution would be to add into the cost of upgrading the size of the unit (Group -> Squad) to include the equipment cost.

 

- Can I cherry pick what I want to upgrade on my soldiers? Now that we have 0-Armor items that give bonuses like +Initiative or +Accuracy the armor upgrade option will always upgrade those items to leather. There are times when I might want more defence but usually I just want to upgrade my units armor to better robes (Or upgrade what I can on the unit).

 

- I understand why we can't upgrade the weapons on the units we receive from quests; but can we at least upgrade the army size?

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August 26, 2013 6:36:55 AM from Elemental Forums Elemental Forums

Quoting onomastikon,

One other thing I have noticed that has not improved with 1.3 is the popup which occurs when a village obtains level 2 and one must choose which path to take. When this screen pops up, we are not shown the city's tile yield! How many materials does the village have? We cannot click anywhere to find out. We can see production, but not materials, for instance. It would be nice if we could close the screen to look around a bit, or at the least have all of the information available to us.

This. Definitely This!

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August 26, 2013 6:38:05 AM from Elemental Forums Elemental Forums

Quoting onomastikon,


One other thing I have noticed that has not improved with 1.3 is the popup which occurs when a village obtains level 2 and one must choose which path to take. When this screen pops up, we are not shown the city's tile yield! How many materials does the village have? We cannot click anywhere to find out. We can see production, but not materials, for instance. It would be nice if we could close the screen to look around a bit, or at the least have all of the information available to us.

Thanks!

You can easily solve that by mousing over production, food and essence for that city. Shows you the amount of grain, materials and essence. Not ideal but it works.

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August 26, 2013 9:26:50 AM from Elemental Forums Elemental Forums


- I concur that there should be some incentive to having growth or population in a city once that city has reached level 5. I had mistakenly believed that population was used for taxation purposes. It would be nice if population > minimum for level 5 would generate a small bonus to gildar or production or both.

- One of the "hints" we see in the loading screen tells us, correctly, that resources are city-specific, so that the wise ruler would specialize cities and resources and plan accordingly. Sadly, one aspect of the current game mechanics undermines this (otherwise good) aspect of the game: Currently, Outposts change the city to which they belong when newer cities are placed closer to the city the Outpost had been assigned. Thus, a wise ruler might specialize her city, for example, to provide mana, and facilitate this by having many shards be directed to city C; in doing so, one could imagine that growth-inducing factors have taken a lower priority in this city. Hence, the wise ruler has not only built outposts to direct mana-producing shards towards the city, but also invested in the Consulate upgrade, a costly endeavor, to bolster the city's otherwise floundering growth. Yet if another town is founded on the far side of a mountain range, two or three outposts might be directed towards *that* town, nullifying the careful plans. Planning should at least allow for a small amount of flexibility. One should be able to specialize at least a few cities before having seen the entire map and being forced to know, despite all contingencies, exactly where each city will certainly be. Suggestion: Outposts are assigned tp a city and never change ownership. (If you want to change ownership once newer city placement is up, there could be a number of solutions, including: a spell which does so (click target, click destination), a UI drop-down list (raze, upgrade, change ownership: dropdown), or you need to destroy an outpost and create a new one.) This would reinforce the clever game mechanic Derek had envisioned, not undermine it.

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August 26, 2013 11:30:17 AM from Elemental Forums Elemental Forums

I haven't really played with the consulate upgrade but it seems kind of out of place.   I can see the defensive, offensive, movement and other benefits but city growth from a tower?  Really?   How you figure that happens?

 

 

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August 26, 2013 11:47:40 AM from Elemental Forums Elemental Forums

Since city growth is - by game lore - people flocking to your cities and not birth rates, you can argue that a consulate in an outpost helps attracting "barbarians" to become citizens in the nearest city. Pretty much like the Romans and the germanic tribes. Let's just hope for the sake of your empire that the roman history will not repeat itself on your territory.

And you should play with the consulate upgrade, because it is the most important and valuable one.

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August 26, 2013 12:10:43 PM from Elemental Forums Elemental Forums

Yes it is powerful.  I find it out of place in that it superseeds a bunch of upgrades that can be built in the city.   It just seems out of place to me and exploitable.

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August 26, 2013 4:30:47 PM from Elemental Forums Elemental Forums

Here are two things to add to your thread from my thread (http://forums.elementalgame.com/447692/page/1/#3391919):

 

- A key to continue a unit's queued movements.

 

- A way to interact with a square you are on top of without leaving the square and coming back to it and wasting those turns.

 

And I also asked for a "champions" screen, but I see you already have that on your list.

 

 

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August 27, 2013 1:55:53 AM from Elemental Forums Elemental Forums

Not shave if these have been fixed already, but I didn't see them in the 1.3 changelog and I think my game is up to date.

-Skeletal Horde should summon a single six skeleton stack.  The current 9 skeletons is defensively overpowered since it can absorb 9 non-aoe hits.  It's dede offensively kind of. lousy since they gum up the works.  

-Merc and Hinter recruitment spots need to have lowered requirements.  Whenever I get them they are pathetically weak in my army.

-Arcane Monolith should have its mana cost doubled.  50 mAna vs travel time + pop loss+ production time is ridiculously powerful early game.  I get that it's a 2 point trait, but it's still too powerful.

-put a max range on spells/ranged attacks.  I should be able to get to safety if my hero is getting peppered, but I shouldn't be able to summon behind your lines from 20 tiles away.

 

 

 

 

 

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August 27, 2013 6:00:22 AM from Elemental Forums Elemental Forums

I agree a lot on ranged combat. It was always disappointing that nothing effected it. You can't block shots by putting other units in front of a target you want to protect for example. And objects that block physical movement don't block projectiles it's just annoying. Would love to see that revamped.

 

And while were on the subject of tactical combat I would love to see the two new factions get unique in combat abilities like all the other factions got. That was one of the best additions in LH, and I was disappointed to see the two new factions don't get anything.

 
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