[.914] Monster aggressivity

 Hi,

    I have been playing FE for a while and liking it very much (MUCH better than magic). One thing that was made in the latter versions was improve the monster aggressivity. Thing that i agree and think that is THE imrovement that is lacking in the game.

  I think in a post apocalipse world with magic beings, the monsters should be one of the main dificults, you should have to fight your enemies AND the enviroment, they should garantee that the world will not be overpopulated quickly or even be overpopulated at all. But even with the improved agressivity they does not pose a real threat yet...  right now they just delay a little the expasion becouse you need to clear the nearby lairs or they destroy your cities, but after that you can just expand without problemns as before (a.k.a without any defenders in your cities).

 One thing that people complained in other threads that i agree is that right now the winning factor is just who can span pioners and do more cities faster...  but the solution for me is not civilization mechanics, but monsters and raids..  in the real world we had an entire age of feudalism becouse after the end of the roman empires unprotected settlements were constantly atacked by brigands, and people moved to castle protected settlements... the brigands always knew what places had no defense becouse of travalers, merchants, spys, etc. in a world populated by Trolls, goblins,etc this sould be worse...  EVERY unprotected city/outpost should be atacked sooners or latter.

  I think that game should spawn brigands looking for easy money that atack cities and outposts that are undefended or with poor defense...  by making the players spend turns to build troops, waste money to maintain the troops,etc you should change the speed of expansion and make expanding a conquest, by doing so you have no problem of "more cities is always better" as if you could expand and defend your cities you deserve to get the beneficts.

  I have thought of a "Raid system" that i think is balanced and should not make the end game boring (by having too many uselless fights), but i think the post will be too long if i put it here, so first i just want to know what you think of the idea.

PS: English is not my native language, so sorry errors.

 

4,020 views 6 replies
Reply #2 Top


My biggest question with monsters being aggressive is why is it so selective.  An Obsidian Golem wondered into one of my towns after the ZOC expanded and it was a square or two from the new ZOC.  However, a Verga planted a city one square away from a Shrill Lord and nothing happened.  I started walking in that the direction and the monster approached me.  It is like the city got the Shrill Lord as a free guardian.

Seems the monsters have selective aggressiveness.

Reply #3 Top

It might have been a bug, as part of monsters only seeing player LoS.  We'll see how it goes with the improvements in the next patch (where AI LoS is used by monsters as well as they use human's LoS).

Reply #4 Top

That sounds like a cool idea, but for this to not be terrible frustrating, cities should survive losing to neutral armies.

Right now cities are seldom attacked, independent of whether it's defended or not. But if it get's attacked the attacker is probably some wandering monster you were not strong enough yet to confront. And as your city defense is seldom much stronger than the best offensive army you could muster, it easily overpowers your defense. And right now, if you lose to neutral armies, you lose the city and all you invested in it, and can't ever build at that spot again. That's quite a set back unless you already have several other cities and easily results in reloading or rage-quitting.

I'm all for brigands forcing you to defend a bit more, but losing to them should only kill part of the population and buildings and keep the city in your control. Also, if these attackers are equivalent to the wandering monster you have not yet defeated, there will not be any easy attackers just those you cannot defend against. So there would need to be a mechanism to spawn these brigands.

 

Reply #5 Top

I am fine with the monsters and brigands attacking my city.  In fact I wouldn't mind it becoming more so.  My problem is that the enemy sovereign settles a city right next to a Shrill Lord and the rest of its brood, and doesn't get attacked.  The it also had a shard in range so the sovereign got the shard and a built in defender that I was no where near capable of defeating.

 

 

Reply #6 Top

I think the beginning of the game needs more low level monsters near the city that the player built to get the champions to level up.  I also feel that one advantage the gamer has is that they can see what is in a city from far away.  This gives them an advantage of knowing what is in the city before spending several turns to get there.  I suggest that only scouts can see in cities and that they have to be either one or two tiles away.