I think it's going to be -.5 init for each chain piece, -1 for breastplate. Plate mail -1 init for each piece, -2 for breastplate Does the game support fractional init?
Alstein
Being able to use heavy armor will probably cost a trait. This system is going to need mad work- I don't see how they are going to get this game out before June at the current rate. Just too much rebalancing work to be done all around (which is not a bad thing)
A better solution might be having an unrest building that increases in effectiveness the more cities you have, or have troops lower unrest in a city. (1% unrest drop per non-hero unit, so a 4-man squad would be 4%. Slaves increase unrest instead of reducing)
Would Chain mail proficiency allow for masterwork chain Would Plate mail allow for light plate? Could be issue for some races. I wouldn't mind this concept being expanded with masterwork leather as well.
instead of generic Warrior/Defender/Assassin/Mage/Governor. I think that would solve much of the problem- and if those heroes have their paths pre-defined, they don't need to be necessarily in preset paths. The real answer is : probably too much dev work. Would this be moddable though?
They need to require 3 food to settle, just like 3 materials is required now.
It's -100, but if you have +'s you'll get the bonus XP but not the base XP.
Administrator III is going to do wonders for knocking down unrest, only downside is that it will be required, and you'll see tons of admin lvl 6's stuck in cities.
I've seen this happen with the Bacco quest.
Noitced this is true for Naddi Arena as well. She's 3 levels below the sword she equips (and she has archer traits to boot)
[quote who="Trojasmic" reply="10" id="3342445"] Ask yourself why you think heroes need more experience? Is it so that you can have one hero achieve all skills of a particular occupation? Well that's not the point. The point is that you're supposed to make tough choices. Do you want your Assassin to specialize in critical strike or dodge? Not both. If you try both, he's going to be mediocre at both. Do you want your command
Wow, I just posted if anyone liked the current system, and you're the first I've seen to like it. I'd counterpoint you with these tidbits 1) Part of the reason normal units are more fun in LH is because they have been powered up. Swarm mechanic+ special skills for normal troops have really powered up the normal units and made them more fun. Hero stacks of doom would be less effective now. The powering up of normal uni
I have to agree with the general sentiment in this thread, and I really wish this would be changed now, so that Brad can get the necessary AI work to adjust for this change (it would be huge) The optimal way to play is to camp heroes in cities, just lvl up your sovereign, and pump out units. Eliminating hero XP split would mean I actually get to use the legendary heroes and maybe get one or two of them useful. If stack of hero doom is a problem, you ca
It's Steam only. Stardock switched to that after FE- doubt they'll switch back barring some unusual circumstance.
I agree, though I would suggest peace duration be a quarter of the length of the war.
[quote who="Kantok" reply="2" id="3342201"] In one of the videos Frogboy talked about this. It was set so that you couldnt' see the nitty gritty details purposefully. If I remember right the thought was that this way emphasizes picking heroes based on their "flavor" rather than min/max. [/quote] Folks are going to end up knowing the details anyway, so this is pointless.
That said, this is a bug I'd like to see expanded/kept.
Broadswords require a min level of 6 now. Now, I understand magical weapons having a minimum level. However, why can a lvl 1 town unit use a broadsword while a level 5 champ cannot? That's a logic issue (or a typo bug, the razor broadsword also requires lvl 6, which is always has) Guessing this is oversight and not a WAD.
Interesting idea, but would end up making it a trait everyone picks - maybe not for balance, but for funfactor. The real issue is heroes are boring because it's such a pain to level them, and units are so much more efficient. I'd use a three-pronged solution Adventurer's Guilds no longer one per faction (but the +1 Fame per Turn Adventurer's Guild would be a wonder, perhaps have a world wonder equivalent that is buffed). Perha
Right now, if you queue up a wonder, you keep the AI from having a chance at it. My idea: ch0ange how wonders are built completely. Wonders should be based on the first to build a regular improvement, with a delay of x turns. Merchantcross Bazaar would require a Tax Office Great Mill would require a Mill. Ereog's Tower would require a (Temple of Essence?) This solves the build
Solution to pioneer bank. Cap on pioneer units you can have at any time= (sovereign+number of cities)/2. Solution #2- Pioneers produce global unrest.
My first two heroes most of the time end up just sitting in towns, and with adventurer's guild limited to one per faction, you don't even get to pick which town, so I usually just stick them in a conclave and try to get the research bonus. (maybe throwing XP books to them to get them to lvl 2 fast)
Slave units should have a shot at revolt if they're too powerful. RIght now there's little reason for Magnar to build non-slaves.
I think the old administrator abilities should be general, not commander. Commander should have ability to enhance/reduce swarm, the old battle cry ability, guard, give bonuses to certain types of troops etc.
Eisenhower didn't have the difficulties Obama had. The 1950s the US had a much larger competitive advantage than Today. Some of what is going on is inevitable once we opened the globalization genie up, but the problem is the middle and lower classes are getting the entire burden of globalization, which the rich are getting the benefits- they can take advantage of the opportunities where the other classes lack the disposable income. </